Soldato
I agree the interior shots people are posting on here with RT on look a little too dark to me - there's a bit of black crush going on too which is an obvious sign. I wonder if this is the RT ambient occlusion being too aggressive, not tested it properly yet as it keeps bloody crashing when turning individual RT settings on and off so it makes it hard!
I've found I need to actually raise the gamma setting slightly in the game menu when using ray tracing to avoid black crush in some interiors (using the simple in built logo to make it just visible setting). This is on an OLED panel by the way.
(ALSO: are people making sure to use HDR? As someone mentioned a few pages back - it is actually in this update, and looks very good! They just haven't bothered to put it in the in game menu, lazy *******. Like most games these days you need to enable HDR in Windows before you launch the game.)
For people on about eyes adjusting to gloom - you could experiment with reshade for this. There are various adaptive lighting shaders you can use. I made an awesome reshade for Days Gone (If I do say so myself) that darkened the nights and interiors, but had 'eye adaptation' going on in darker interiors to lighten them up slightly. I might give it a go here...
I've found I need to actually raise the gamma setting slightly in the game menu when using ray tracing to avoid black crush in some interiors (using the simple in built logo to make it just visible setting). This is on an OLED panel by the way.
(ALSO: are people making sure to use HDR? As someone mentioned a few pages back - it is actually in this update, and looks very good! They just haven't bothered to put it in the in game menu, lazy *******. Like most games these days you need to enable HDR in Windows before you launch the game.)
For people on about eyes adjusting to gloom - you could experiment with reshade for this. There are various adaptive lighting shaders you can use. I made an awesome reshade for Days Gone (If I do say so myself) that darkened the nights and interiors, but had 'eye adaptation' going on in darker interiors to lighten them up slightly. I might give it a go here...
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