Should Exiled Lands Really Be This Bright?

At noon:

At 7 AM:

The Gamma is off on both maps on exiled its way to bright and on siptah it is way too dark in general.

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Ever been in the desert? I used to live/work in Dubai, and going out at noon without sunglasses was… a silly thing to do, let’s just say. Whenever I did I’d walk around like (>_<)

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I get that for the desert but its map wide a climate change in gamma would make sense and be great actually. but its bright in the jungle the mounds, volcano, even caves are brighter as well.

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Gamma Slider anyone?

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Thats what i do whenever i swap servers but on siptah I had to change my tv settings so certain times of day are visible , yes there is work around you can do. BUT other players may not have that option and it shouldn’t be something players should worry about doing a workaround its a beautiful game i just wanna see it.

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Well when the future is so bright…

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Yeah there is a gamma slider in the game. But if I set it correctly for the 12:00 noon then night time is 100% black and also Siptah is like 99% black in the middle of the day.

This is with the gamma slider all the way down to the lowest setting:
12:00 Noon (still off - but better):


Same gamma, same scene at 1:00 AM:

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i get it… desert IS bright
but why the geck jungle are glowing bright too?

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Seems correct to me? I know it’s been ages since nights were proper dark in CE (on launch they were pitch-black)

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In the mounds nights are often pitch black. In the jungle too.

It’s a game. A game we play on monitors and TVs inside homes and businesses. It shouldn’t be desirable and it’s certainly not useful to simulate night and day with great accuracy. Lighting should convey the feeling of time but not to the point where it adversely affects gameplay. And that’s if you think it’s actually accurate - which it isn’t - not at all - not even close.

Not only are the lighting models themselves completely off (which is fine for “a game”) but there are many places on both maps where you can move your character only a few meters and the lighting properties change dramatically. I don’t really care about that - just mentioned it to say that it’s not currently accurate and citing accuracy as an excuse for poorly implemented gamma and brightness being terribly wrong doesn’t even make sense.

It’s not just the in-map zoning which have differing lighting models (which as I said is fine for a game) but the lighting models differ greatly between the maps Siptah, and EL. That would be ok if the user set settings weren’t shared - but they are. :frowning: This means that if you want proper game lighting on both maps, you have to change the settings every time you load up the other - and I for one, typically do that multiple times per day - sometimes several times in the same session as part of the same session.

@TeleTesselator If you just want to fine-tune your specific one I posted a guide not long ago about some potential visual tweaks from the ini files.
It has some more refined brightness options by adjusting the tonemapper gamma directly but also the strength of specific tones like the mids separately etc

r.Color.Mid=0.43
r.TonemapperGamma=3.2

You could just try that whole ini block I posted in that guide for starters and see if you like it better that way, will depend on your screen ofc (not the steam one as that comes with a pretty big performance hit too, the one I have down below in a collapsed code block)
You can then delete whatever you don’t want or start empty and only add what you want and finetune the numbers to your liking

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Most of the problem as I see it isn’t really even just the gamma and brightness, but rather those things in conjunction with some sort of glowy bloom-like affect they have going on. The gradation of this “effect” and it’s falloff settings are way too big. This makes anything light-colored wash out background scenery as well as itself - and that has the overall effect of making things look too bright. I think you can see what I’m talking about in the first image I posted - and again here:

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Interesting, I’ll check that out. I’m not really looking for a workaround though. Instead, I’m trying to bring this to the attention of the @Community so that it might be addressed in some future version release.

Yup, I figured it might be the case, that’s why I started my post like that, wasn’t sure :smiley:

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