Green Tinted Darkness

Post » Tue May 15, 2012 10:39 am

http://postimage.org/image/2afzpyclg/full/ is what i'm referring to, its bugging the living hell out of me, and the textures are bad enough but this makes it unplayable for me.
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Jason Rice
 
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Post » Tue May 15, 2012 4:50 am

Type "r_Gamma 0.5" in the console. I think that should work.
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michael flanigan
 
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Post » Tue May 15, 2012 6:22 am

Hah! I get this too... on my monitor it is green and only my LCD TV it is blue.
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Nicole M
 
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Post » Tue May 15, 2012 7:40 am

Didn't make much difference at all. Tried turning down the brightness as well.

Still ugly =(
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Czar Kahchi
 
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Post » Tue May 15, 2012 3:05 am

It changes depending on the level. For that part of that level, they chose green to be the matte color. If you watch carefully as you play, you can see when they change it. It usually happens when you go from above ground to below ground or vice versa.
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Gen Daley
 
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Post » Tue May 15, 2012 10:47 am

I believe it is a side effect of the texture compression system. Before the new driver and patch I was seeing blue or red when suddenly turning from a dark area towards the light.
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Nicole M
 
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Post » Tue May 15, 2012 12:39 am

I believe it is a side effect of the texture compression system. Before the new driver and patch I was seeing blue or red when suddenly turning from a dark area towards the light.
It's not. It's deliberate but probably intended for correctly gamma calibrated displays which most people unfortunately don't have.
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megan gleeson
 
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Post » Tue May 15, 2012 12:19 pm

I believe it is intended to be thematic and related to the area you are in as some gang hideout areas have red, others have green, including mutant areas; futuristic areas have blue or magenta. Adjusting the gamma probably won't affect it at all. I do wish there was a way to disable it though.
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Angela Woods
 
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Post » Tue May 15, 2012 12:59 pm

It's not. It's deliberate but probably intended for correctly gamma calibrated displays which most people unfortunately don't have.

Yes, green tinting can commonly be used to correct for improperly calibrated displays and I'm sure they deliberately tinted areas green in Rage. However, with Rage the problem is compounded by the amount of texture compression changing dynamically according to the immediate demands of the system. What might look fine on your screen one minute, looks terrible the next.
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El Khatiri
 
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Post » Tue May 15, 2012 11:29 am

There is a fix, but it won't work if you have patch from saturday. If you're lucky enough to be running the release version of Rage, add this to your launch options:

+cvaradd r_useDynamicEnvironment -1

Dynamic environments on:
[IMG]http://i.imgur.com/R5twA.jpg[/IMG]

Dynamic environments off:
[IMG]http://i.imgur.com/yeZsX.jpg[/IMG]

There are places in the game that look worse without the effect, though. The eastern wasteland in particular.
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SamanthaLove
 
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Post » Tue May 15, 2012 1:17 pm

Thanks for letting us know about the cvar.

Has it been disabled by the new patch in particular or have all r_ cvars been disabled? Any idea why?

Thanks again for this info.
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Natalie Harvey
 
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Post » Tue May 15, 2012 8:04 am

Thanks for letting us know about the cvar.

Has it been disabled by the new patch in particular or have all r_ cvars been disabled? Any idea why?

Thanks again for this info.

Answered my own question with some looking - the new patch locks all cvars... How very unlike ID.
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Laura Samson
 
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Post » Tue May 15, 2012 8:19 am

Yes, green tinting can commonly be used to correct for improperly calibrated displays and I'm sure they deliberately tinted areas green in Rage. However, with Rage the problem is compounded by the amount of texture compression changing dynamically according to the immediate demands of the system. What might look fine on your screen one minute, looks terrible the next.
Really? I've never heard of that practice. I was referring to the fact that low intensity light will appear brighter than it should on displays with a lower gamma curve, so what should be a low intensity and subtle green tint appears jarringly bright and obnoxious. I still don't understand how texture compression would affect this.

Answered my own question with some looking - the new patch locks all cvars... How very unlike ID.
I don't think it's all of the cvars, since at the very least com_allowConsole still works, just the greater part of them. It was probably to prevent cheating in multiplayer until they implement a "cheat-mode" latch.
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megan gleeson
 
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Post » Tue May 15, 2012 4:29 am

Really? I've never heard of that practice. I was referring to the fact that low intensity light will appear brighter than it should on displays with a lower gamma curve, so what should be a low intensity and subtle green tint appears jarringly bright and obnoxious. I still don't understand how texture compression would affect this.

Most monitors and TVs are LCDs and their poor contrast ratio makes dark scenes problematic for horror games. You can't get deep blacks and its difficult to produce different low levels of darkness as you move around. To a great extent you can either see some thing or you can't and a lot of games choose instead to use phosphorescent green plants or walls or whatever to at least imply the lighting is really poor to help build the tension. One game I came across didn't even bother with giving the green light any source.

With rage the constantly changing textures can mean one minute you look into a dark corner and can't see a thing, and the next you can see everything. I also saw a video somewhere with Carmack explaining that the compression tended to produce flashes of red and blue light somehow in dark scenes so they choose to light some of them green instead. The color may shift a little as you watch, but its not nearly as noticeable as watching a black or grey scene suddenly light up red or blue and constantly switching from blank to being able to see everything.
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Alba Casas
 
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Post » Tue May 15, 2012 6:16 am

It changes depending on the level. For that part of that level, they chose green to be the matte color. If you watch carefully as you play, you can see when they change it. It usually happens when you go from above ground to below ground or vice versa.


Yeah, I get the primary colors for my 'shadow'... starts off with Green in the Ghost hideout, then you get Blue a little later on, and I believe Red is in the "Dead City". I didn't think anything of it at first that it's RGB, but now it makes sense ...

This is really annoying, but you get over it, I just keep shaking my head each time I enter a map.

Edit: Re the poser above me, we didn't see any of this in Doom3, people complained the game was overly DARK (black) - I think I'll probably wait for the next id title to go on sale, not to save money, but because by then it will have most of it's 'quarks' figured out. <3 tech 5, <\3 that Rage seems to be a Tech Demo release
:nerd:
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Epul Kedah
 
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Post » Tue May 15, 2012 6:32 am

Turning down the gamma did the trick for me.
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Olga Xx
 
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Post » Tue May 15, 2012 2:36 pm

turning down the gamma and up the brightness did the trick for me too, its a hotfix, doesn't really fix the thing tho.
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Marguerite Dabrin
 
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