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and add:
[/script/engine.engine]
DisplayGamma=3.1
more info: https://www.reddit.com/r/HPReverb/comments/18tlhsb/change_brightness_for_every_unrealengine_game/
I tried that in TWD S&S and ended up eating a bullet.
After this tweak, I lowered brightness all the way in game settings.
And it allows me to still see backpack and surroundings, without flashlight.
I set mine to:
DisplayGamma=2.8
I agree, the head lamp dims WAY too fast for my liking. When you fully crank the dynamo to 100% on the universal charger, it literally starts to dim within 10 or so seconds from the full beam.
The devs really need to address that or at least have an option in the settings menu so we can set it to our liking. Being disabled and partially blind, the game is already hard enough as it is, then to making me having to crank the light every few minutes.
I've just gone past the spider/pipe section which was a nightmare for someone with my sight issues.
Fun thing, when I changed back to the Index I did it in a semi-lit location, where I could see everything with the CV1. Going back to the Index, about half of the scene was now just black - couldn't see any details before turning on the head lamp. Much the same thing in MADiSON and other very dark games.
With the Index/lcd I constantly rely on my head lamp, while you get really great night vision with oled - I did appreciate not having to frequently charge the head lamp, even if it may feel more realistic having to do so...
Actually the SDE in the Rift CV1 made the very low-res textures look better - for those still using orig Vive or Rift CV1, you're getting a great experience. I'm seriously considering dropping the Index and using the Rift CV1 instead - to better hide the Quest textures and for the awesome night vision.
TAA also looks sharp with the Rift CV1 and always did, while TAA looks blurry with lcd. Therefore it's a strange choice for the devs to use TAA instead of MSAA. If I didn't know better, I'd say the game looks like made for the CV1, textures look good, oled is awesome and the TAA is very sharp. I'm using extreme super-sampling with the CV1 though - ss 2.5 (27 million pixels per frame combining both eyes) and get solid 90 fps with the RTX 3090.
I just played 2 hours straight with the Rift CV1, not once did I need to turn on the head lamp.
The game is easier too - I can see my enemies in the dark and sneak up on them - they cannot see me in the dark.
I've decided to switch from Index to CV1 now, so tired of constantly needing the head lamp with the Index. And Rift CV1 is great at hiding the low-res textures, feels like a much better and more coherent game now.
I wonder if when they were testing the game they were primarily using the Rift headsets then? If so maybe they had set the brightness of the game in accordance to that headset thinking the brightness would be similar to the others.
As I said above, I have just finished Chapter 6 with the spiders/pipe section and it was so dark I was literally cranking every minute it seemed. When you get to the ghost part not long after when your light purposely dims, I could barely see anything, it took me probably ten minutes to get out of a room.