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I agree with this sentiment. Additionally, don’t forget that the idea of human eye equivalency would likely only be applicable to planets, asteroids, and comets. There is no human eye equivalent for a star or quasar/black hole accretion disks. They’d be too bright. “But that would only apply when you’re close to those objects.” OK. How close? What would be a realistic value for that distance for each respective object type? On the flip side of luminosity you have nebula. They would probably be much dimmer and nowhere near as visually appealing if they were depicted with human eye equivalence. For me, having a camera-like exposure system eliminates these concerns and exceptions and gives us one quantitatively-based exposure mechanism that applies to all objects.
Im aware that in reality you'd never be able to see the universe to the degree you can in SE regardless. However im stating that SpaceEngine's current AE is mostly focused on simulating a "camera" instead of an eye. The old Auto Exposure was way less "realistic" of projecting that specific perspective.
However you could say that the old AE was more accurate of a human perspective yes. But even that is far from being realistic in terms of reality. Both the new and old AE is far from this. The human eye is very dynamic and sees a wide variety of different light sources under different circumstances.
Now, obviously it is very difficult to replicate the exposure properties of the human eye, but 0.9.8.0 behavior with autoexposure + real planet brightness was a lot closer than we have now, where everything is perfectly exposed all the time if autoexposure is functioning correctly, or overexposed if it isn't.
The new AE is only more realistic for camera view and camera view sucks.
Look, either please give us old AE as an option and improved if possible or work more on the new AE. But the thing is that if you keep concentrating the AE as camera view, it will still look like looking through camera and looking though camera sucks, because it sucks in real life too, if it comes to lights. What technology are you using for the AE? Is it the same as BDO is using? I just forgot the name of it and i can't find it on google. But many people are complaining about it there. The way how exposure is changing... You look more up and the ground gets darker, you look more down and the ground gets brighter and sky gets overexposed af. Yea, that's what camera in rl does too. When i want to take nice picture of some landscape outside, i always point the camera a little bit more up, so that the camera see better the details of the ground as well as the sky. But in games as you move your camera all the time and you see the exposure constantly changing, it's simply annoying af. Yes, in rl, if you want to take a picture of the Moon, you'll get nothing but an overexposed light ball without any details of the surface visible. The thing is, i can see the surface of the Moon with my eyes.
So what i'm suggesting is to drop the idea of realism (you made SE realistic enough already and is simply the most realistic space simulator i have ever seen, so great job on that) in case of how exposure should behave in SE and give us nice looking and immersive AE. Like mix of realism and nice picture. By dropping the idea of camera view would be the first step.
Can you guess what this is?
https://steamuserimages-a.akamaihd.net/ugc/776223162087209085/2AA8D1C357DBBDED19482C9E3AAF95281C713F51/
A picture taken by an incompetent photographer?
Really? Or is it Auto Exposure created by en incompetent developer? :) Because that's screenshot of the Earth taken from Space Engine. How about that?
Alright, i mean nothing bad against you, really. You just ran right into it by your reply on that picture. SE is still an amazing space simulator, as i said. But judging from your reply, you also didn't like that picture. So you see how badly your new AE behaves. There you have it.