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It's really dark outside with certain graphics mods

Open hwnde opened this issue 1 year ago • 12 comments

I decided to install some texture/model mods and see how OpenGothic handles them. The mods seem to work correctly but with one major problem: it's really dark outside.

Here are the mods I tried: Gothic II TextureMix by ARTstuff - https://www.nexusmods.com/gothic2/mods/15 Screenshot 2024-02-23 200614

Gothic II Graphics Overhaul https://www.nexusmods.com/gothic2/mods/4 Screenshot 2024-02-23 201027

Riisis Texture Mix https://www.nexusmods.com/gothic2/mods/3 Screenshot 2024-02-23 202515

hwnde avatar Feb 24 '24 04:02 hwnde

Reproduced with "Gothic II TextureMix by ARTstuff" Seem to be a general problem with exposure calculation - working on it

Try avatar Feb 24 '24 18:02 Try

With new exposure calculation: изображение

Try avatar Feb 27 '24 21:02 Try

Much better! Screenshot 2024-02-27 180055

I would argue that it should be a bit brighter still given that it's midday and the sun is not obstructed by anything but I'm okay if that's a stylistic choice. I did notice another issue though: looks like the knight armor mesh is broken (see the screenshot)

hwnde avatar Feb 28 '24 02:02 hwnde

I would argue that it should be a bit brighter still given that it's midday and the sun is not obstructed by anything but I'm okay if that's a stylistic choice.

At this point I'm struggling to formalize how lighting should work and exposure is only a tip on iceberg. And the rest is https://github.com/Try/OpenGothic/issues/510 - would need to figure lighting and then come back to exposure.

Try avatar Feb 28 '24 23:02 Try

Some progress (as part of GI work): изображение

Try avatar Feb 29 '24 23:02 Try

Hi, @Try. Is there any way to increase the brightness of the game through Marvin configuration files/commands, but not through the gamma. I'm not comfortable playing with this level of lighting. Perhaps there is a modification that will make the sun ‘brighter’.

Image Image

YALdysse avatar Mar 02 '25 17:03 YALdysse

Hi, @YALdysse ! There is no marvin, to control the sun, it's hard-coded to 128'000 LUX.

but not through the gamma

How about Contrast setting in video menu? Here is how color post-processes, for reference:

vec3 gameTonemap(vec3 color, const VideoSettings s) {
  color *= s.mulExposure; // debug stuff, not available in settings

  // Brightness & Contrast
  color = max(vec3(0), color + vec3(s.brightness)); // Brightness adds light to pixel
  color = color * vec3(s.contrast);                 // Then multiplied by contrast

  // Tonemapping
  color = acesTonemap(color);

  // Gamma
  color = pow(color, vec3(s.gamma));

  return color;
  }

Try avatar Mar 02 '25 19:03 Try

@Try , Thank you for your reply. Unfortunately, the contrast slider is not enough for me. Are there any other options?

YALdysse avatar Mar 02 '25 19:03 YALdysse

@Try, Could you please tell me which file contains the sun's brightness? I want to increase this value, compile the engine and check how it will work.

YALdysse avatar Mar 02 '25 19:03 YALdysse

which file contains the sun's brightness?

sky.cpp:

static const float DirectSunLux  = 128'000.f;

Try avatar Mar 02 '25 20:03 Try

static const float DirectSunLux = 128'000.f;

Unfortunately, the change in this value did not affect the lighting of the world.

Default value: Image


256 000: Image

YALdysse avatar Mar 02 '25 21:03 YALdysse

Unfortunately, the change in this value did not affect the lighting of the world.

Likely, because changing sun also affects camera exposure and will equalize in the end.

Check sky_exposure.comp, line with:

scene.exposure     = 1.0 / max(lum+push.baseL, 0.0000005); // add or substract something from lum

Try avatar Mar 02 '25 21:03 Try