Hello Crate Entertainment devs! It’s awesome that you guys are still going back in and adding new graphical features. I’d like to offer some feedback and suggestions regarding the new HDR rendering option.
For context about me and where this feedback is coming from, I’m a mod developer that works alongside other modders and some industry veterans. We reverse engineer games to add display HDR support and sometimes fix/alter the post processing pipeline in games.
It just so happens that I’d upgraded this game for HDR rendering, display HDR support, and SDR with tonemapping prior to this playtest, and would like to offer some feedback based on my experiences working on this.
I went in and decompiled the shaders again, and I see that you guys implemented Reinhard tonemapping by luminance. This is a bit of a problematic choice when you’re applying it after the fact to a game that was made with heavily clipped lighting. It will alter the way your effects are supposed to look, and can make lighting appear flat if a game wasn’t graded with it in mind. Reinhard is also a very aggressive tonemap for SDR, which further amplifies this problem.
My suggestion for adding tonemapping to a game that was already made with clipping from start to finish would be to use something with a high shoulder. Something like Hermite Spline. We’ve got some ready made code under the MIT license available here. I’d recommend running this per channel, with a somewhat low white clip (something in the 2-20 range). The low white clip will keep some of the same punch the game has normally, and running it per channel will give you the same kind of hues that clipping created before.
Here’s an Imgur gallery comparing the results
Thanks for taking the time to read this, and I hope the feedback is welcome.