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As a gamer, I can also confirm that I tend to have a tough time with dark areas in a lot of mainstream games. If I can get the game to realize that I'm trying to look at them (usually by getting the bright sky out of my viewport so it does the "HDR adjust" fake thing) then the darks come out of the contrast floor and I can suddenly make out the detail.

The problem with the game doing fake-HDR is that while it looks great in trailers (or... at the very least, looks like the engine is doing something fancy with lighting, "great"-ness notwithstanding) it doesn't match what my real eyes would do in a situation. Unlike film, a video game doesn't have control over where I'm going to point the camera. I do. And sometimes, I need to see over that ridge, but the detail in the shadows is important too, and the game camera can't see what I'm actually looking at (with my eyes) and adjust accordingly.

Breath of the Wild is a great counter example, because it doesn't really try to do the HDR adjust thing at all. It doesn't really need to; sure its daylight scenes are a bit washed out, but real daylight is a bit washed out too. My eyes adjust, just like they would outside, and I can actually see what I'm doing. That's important! With games, tempting though it is to control the camera effects just like you would when shooting film, you can't control the player's actions. It's usually better for gameplay to mellow out the effects, so the player can focus on their actions without being distracted by the 'pretty' effects.



> The problem with the game doing fake-HDR is that while it looks great in trailers (or... at the very least, looks like the engine is doing something fancy with lighting, "great"-ness notwithstanding) it doesn't match what my real eyes would do in a situation.

An especially egregious offender in this category is Battlefield 1. When looking out of the driver's hatch of any vehicle, the game will randomly and chaotically fade it's "HDR" simulation between the exterior being discernible and a white rectangle (the hatch) set on a solid black background (the vehicle interior). The fade depends on miniscule adjustments in the PoV of the player, which is fixed relative to the outside world, not the vehicle, so you have to constantly track the view port.

Battlefield 1 generally looks best in scenes featuring low (natural) contrast.

> Yeah, and we screwed that up too. We don’t have the technical capability to run real film industry LUTs in the correct color space

(The reason being that even fairly simple color correction pipelines in a real color grading tool keep a mid-range GPU pretty busy at 1920x1080 and higher resolutions).


> I tend to have a tough time with dark areas in a lot of mainstream games. If I can get the game to realize that I'm trying to look at them (usually by getting the bright sky out of my viewport so it does the "HDR adjust" fake thing) then the darks come out of the contrast floor and I can suddenly make out the detail.

Of course, this is also how eyeballs work...


This is a valid defense! The real issue though, primarily, is that video game cameras don't emulate this well enough. My eyes don't respond nearly as fast to light changes as a video game camera does, and they're not as sensitive to small variations in the overall light level. They're also quite a bit more sensitive, especially to darkness and shadow, even in bright daylight. I find that most video game lighting exaggerates the shadows way too much.

So, adjusting the curves, especially at a slow, steady rate? That might be a good idea, and should actually aid visibility if it's done right. Say, walking all the way into a dark cave should lighten things up a bit, since your real eyes (and most cameras) would do exactly that. On paper, this part of the HDR effect works, and if it's done well it enhances the gameplay rather than distracting from it.

Imitating a faster, more jarring camera transition when it fits the mood, especially during cutscenes? That's fine, and the article gives some great examples of this being done well. Scaling up the contrast so that any HDR changes cause you to either lose all the detail in all of the darks, or all the detail in all of the lights? That's the problem. The effect, if it's there at all, needs to be a lot more subtle. This is partly due to limitations with the final RGB space (only 255 color values to work with and weird curves to boot) but mostly due to the fake-HDR effect just being a poor imitation of nature.




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