Jump to content

Toltloc

Members
  • Content Count

    5
  • Joined

  • Last visited

Community Reputation

15 New Car Smell
  1. Toltloc

    DiRT Rally 2.0 - Version 1.8 VR Feedback

    Please fix or provide an option to reduce the extreme image contrast, resulting in almost constant over-exposure in cockpit and extreme scene brightness fluctuations. To reproduce: get in any car, any stage in Sweden with heavy snow weather, lean forward against the windshield then back, notice the huge brightness change and how, when sitting back, the outside is way too bright (over-exposed). Sweden under heavy snow is simply unplayable in VR, I had to stop my career because of this.
  2. Toltloc

    DiRT Rally 2.0 - Version 1.8 VR Feedback

    A dark spot/texture/thing appears in the middle of vision in some contexts. To repro: go to Free Roam in DirtFish (dry) with the first car (the Mini Cooper), once in the car, look at the left or right door, the ghost black texture will be there. Steam / Vive Pro / GF 1080 Ti + i7 8086K / Deluxe edition
  3. Toltloc

    DiRT Rally 2.0 - Version 1.8 VR Feedback

    [Redacted, duplicate report]
  4. Toltloc

    DiRT Rally 2.0 - Version 1.8 VR Feedback

    Please fix all these remaining regressions compared to Dirt Rally 1 (sorry, too many of them to make a single post for each): Disable SteamVR's chaperonne grid. The in-race menu is still hard to read, put it on the steering wheel and big enough, like in DR1. Remove the in-race menu blur effect, it prevents seeing the effects of changing graphical settings live. It hurts the framerate, too. Mouse support in the menu. Edit: Option for 3D replays Push back the mirror planes through their frames. They look 3D in DR1 thanks to this trick, in 2.0 they are flat.
  5. Toltloc

    DiRT Rally 2.0: Version 1.7 VR Feedback

    The problem is not auto exposure (our eyes do it, by dilatation of the iris), the problem is the very low static contrast ratio (aka static range) of the virtual cameras, which reproduce the crappy ratio of real cameras instead of reproducing the high ratio of the human eye. The result is that what's displayed is under or over-exposed as soon as there's a bit of bright light or shadow, and auto-exposure makes the brightness fluctuate dramatically to "compensate" the low static contrast. Which is unrealistic, annoying and ugly in many places. To illustrate what happens, imagine the scene's total luminance as a very wide band, and what the cameras can capture as a small portion of this wide band. Auto-exposure then calculates the average luminance of the current scene and centers the small range of capture on this value inside the wide band. This small range will then be stretched to the full range of the headset's display (making things look over contrasted), and everything outside the small range will just be displayed as pure black or pure white (or pure "whatever color", due to the post process filter applied on top of the image).
×