#Lift gamma gain is for hdrp

1 messages · Page 1 of 1 (latest)

flat garnet
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URP too

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Which one are you on

shell lake
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Built in renderer

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I am not using the universal

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neither the HDRP

flat garnet
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I see

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It doesn't have gain, but Color Grading can probably give you similar results

shell lake
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So, you mean that instead of adjusting the gain because I can't adjust it with built in, so I have to adjust the CG?

flat garnet
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Note that ultimately no matter what method you give your player to control the brightness, it will affect the "scariness" of your game negatively

shell lake
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I have test it out

flat garnet
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It's not much of a solvable problem
But adjusting exposure is probably the worst way to go about it

shell lake
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It's a real problem and it affects a lot the players experience

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Especially for my game which is horror and it doesn't have to be that way

flat garnet
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The typical brightness (and optionally gamma) controls you often see in games tend to work after rendering and even after post processing, in LDR space
You can set post processing to low dynamic range mode and then you would have Brightness and Gamma under Color Grading that work in the classic way
But the quality of post processing in general would suffer

shell lake
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So, it will work and for Built-in as well right?

flat garnet
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If gamma, gain (or brightness) are adjusted in LDR space, that guarantees the player cannot see things in the darkness they would not otherwise be technically able to

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But with HDR changing those will bring out details in the darkness that were fully invisible before

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If you want to stop the players from removing the scariness, you will forbid their ability to change brightness by any means (and upset them)
Or you give them an ability to do it and trust that they will only use it as much as they need to

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That's why games often have a screen that says "adjust brightness until the mark is only barely visible" or something similar

shell lake
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How all these AAA companies are making brightness settings I am really curious yeah they have so many developers that are working on that AAA games, so they are giving much more attention to detail. Maybe I can make that one you say at the start of the game after the splash screen "Adjust until the mark is barely visible?

flat garnet
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People have different monitors and monitor settings so letting them adjust is important
Also, for streaming it's important to have a per-game setting for it

shell lake
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So, you guys suggest to create that brightness setting either with gamma or without and it is what it is? So, player will be able to adjust it as he wants and doesn't matter if the dark atmosphere will disappear and the game will be less scary?

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I don't know in my game without the darkness it is insufficient

flat garnet
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My first choice would be a gain control, optionally with additional gamma control

shell lake
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You are saying to change brightness at the beginning of the game so to initialize it actually right?

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But what if I want to give the ability to the player to adjust the gamma and save the preferences?

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That's another question that's also important to take into consideration

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Oh ok

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The gamma adjustment will change the whole scene brightness right ?

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Because wiht PP you have to create 1-2 or more post processing volumes and layers for it to work seperately

flat garnet
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I guess that depends what you mean by "scene brightness"

shell lake
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I mean I have main menu level and main game level on my game

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It will change the brightness for both levels like to the whole scene

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Yeah probably

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I don't want to get confused btw with all of that first time I am gonna make brightness settings didn't work a lot with it and I am not so familiar

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I have only one scene with one extra which is actually displaying the splash screen

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One main scene that's it

flat garnet
shell lake
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I am using that post processing profiles in my cameras

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btw

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I have two cameras

flat garnet
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You can have multiple volumes
Higher priority volumes will override lower priority volumes

shell lake
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One in main menu

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and one in main game

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Where I have made a transition functionality when the game starts so when the player clicks the play button

flat garnet
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As long as you know how to let a camera be affected by Volumes, there's no issue

shell lake
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So, guys in order to end that discussion and to make it clear. What I am going to do is to create that gamma at the beginning of the game with the logo and that's it?

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Yes I know htat

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that

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I mean the gamma and only gamma nothing else?

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For example the gain that you were saying

flat garnet
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I have been saying gain since the first moment

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But it's up to your preference

shell lake
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Yeah I am really afraid about the players experience that's the main issue

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I will test it out

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I will do everything you said I will try

flat garnet
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Gain preserves shadows while increasing perceptual brightness better than gamma does
Gamma also increases perceptual contrast which some people like

shell lake
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and then I am gonna see what suits