Assetto Corsa

Assetto Corsa

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Chicoze Apr 5, 2014 @ 11:23pm
Too much light inside the car
Guys, when im in cockpit view, some parts of the track the light reflection on the asfalt is too intesive i cant see the road. In other parts is ok. Any setup for this???
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Showing 1-13 of 13 comments
delirivmcordia Apr 5, 2014 @ 11:34pm 
If HDR is turned on: Page Up and Page Down will change the brightness/exposure.

If HDR is off; it requires an .ini tweak, but I made a post about it the other day:

Originally posted by eladnosloc:
For those interested in having a fiddle, you're looking for 'colorCurves.ini', which can be found in the Steam directory:
Program Files > Steam > steamapps > common > assettocorsa > system > cfg.

The main number you'll want to tweak is the "HDR_OFF_MULT=" function.
Lower numbers = Lower exposure.
I'm still trialling a few different numbers, but am running 0.575 at the moment.

If you wish to go a little more in-depth, you can adjust the relative exposure/brightness settings of various aspects of the scenery (horizon, sky, sun, ambient). To do this, you'll be changing the numbers at the end of each sequence of three (eg: "HIGH=120, 135, 170,3.0" - change the '3.0').
If you get a little too carried away with these scene settings, you can make a real mess of the environments/skyboxes, so I'd reccommend keeping the changes to just a few decimal places.

ALWAYS BACKUP YOUR DATA BEFORE TWEAKING, etc.
MonsterAb1 Apr 9, 2014 @ 11:21am 
Signing to keep bumped.
Prunus Apr 9, 2014 @ 4:24pm 
yeah I agree, the details arent even there anymore its just over exposed.
Chicoze Apr 9, 2014 @ 6:33pm 
Originally posted by eladnosloc:
If HDR is turned on: Page Up and Page Down will change the brightness/exposure.

If HDR is off; it requires an .ini tweak, but I made a post about it the other day:

Originally posted by eladnosloc:
For those interested in having a fiddle, you're looking for 'colorCurves.ini', which can be found in the Steam directory:
Program Files > Steam > steamapps > common > assettocorsa > system > cfg.

The main number you'll want to tweak is the "HDR_OFF_MULT=" function.
Lower numbers = Lower exposure.
I'm still trialling a few different numbers, but am running 0.575 at the moment.

If you wish to go a little more in-depth, you can adjust the relative exposure/brightness settings of various aspects of the scenery (horizon, sky, sun, ambient). To do this, you'll be changing the numbers at the end of each sequence of three (eg: "HIGH=120, 135, 170,3.0" - change the '3.0').
If you get a little too carried away with these scene settings, you can make a real mess of the environments/skyboxes, so I'd reccommend keeping the changes to just a few decimal places.

ALWAYS BACKUP YOUR DATA BEFORE TWEAKING, etc.
worked for me, thx a lot
Pixelchaser Apr 10, 2014 @ 4:37am 
its annoying as. Out there in the real world our eyes deal with exposure very well. but Pc Monitors dont do it well at all. As a designer,,,, on our screens pure black and pure white is a no go for graphic fidelity. The HDR is correct though. not wrong. All titles incorporating HDR suffer from this problem unfortunatly.
Marty Apr 10, 2014 @ 5:38am 
Thats why its a bit funny calling the feature HDR as Higher Dynamic Range should allow for more range in exposure not less. You should be able to avoid blowing out the highlights while also getting details in the shadows. Look at HDR photogrophy this is what it does but HDR in games doesnt do this at all it really just adds some colour image filters and bloom effects. Id call the game system LDR to be honest as it reduces dynamic range which is better with HDR off most of the time.

https://www.youtube.com/watch?v=aT1RmXXeiSM#aid=P96CtvFLp0A

Also if its too bright in the car make sure you shut the door properly, my car is a ♥♥♥♥♥ and leaves the interior light on most of the time. :)
Pixelchaser Apr 10, 2014 @ 7:05am 
IMHO HDR should never be noticed. i mean you dont go outside and notice it unless you are looking for it. and you can only measure it scene by scene. It should be the same in our virtual worlds. VERY SUBTLE....

it is part of the route we take to get to photo-realism. but the algorythmns behind the HDR are weak at present.

Marty you are correct LDR is the correct term.
Last edited by Pixelchaser; Apr 10, 2014 @ 7:07am
yusupov Apr 10, 2014 @ 7:41am 
isnt the dynamic lighting yet to even be implemented? tho theirs no telling it ever will be for sure i guess, since i think last i heard it was being held back for post-release (not a good call imo)
delirivmcordia Apr 10, 2014 @ 5:04pm 
Originally posted by yusupov:
isnt the dynamic lighting yet to even be implemented? tho theirs no telling it ever will be for sure i guess, since i think last i heard it was being held back for post-release (not a good call imo)

Dynamic Lighting, and High Dynamic (Lighting) Range (HDR) are different things.
Dynamic Lighting is all to do with real-time lighting effects and such (moving lights/shadows); and is, as you said, coming later.

HDR is to do with allowing for a wider range of light/dark intensities to exist within a single frame. As mentioned by Marty, it seems that Kunos' implementation is a little sloppy.
Last edited by delirivmcordia; Apr 10, 2014 @ 5:05pm
grossernagus Apr 10, 2014 @ 5:36pm 
I have the same problem. Use always Page down to lower the HDR.
Originally posted by Chicoze:
Guys, when im in cockpit view, some parts of the track the light reflection on the asfalt is too intesive i cant see the road. In other parts is ok. Any setup for this???

i just wear sunglasses when i play. problem solved
Chicoze Apr 10, 2014 @ 8:11pm 
good for you pajama
Originally posted by Chicoze:
good for you pajama

thanks man
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Date Posted: Apr 5, 2014 @ 11:23pm
Posts: 13