First of all, true pupil dilation takes into account the time spent in the light or dark environment. Second, the change is much quicker and not nearly as extreme as the game shows it. Third, dilation is affected by point of focus (whether you are looking directly at the bright light or off to the side). Finally, the in game effect is done all wrong to begin with.
Let's take the scenario of a dark night (or as dark as ES games get) battle with a dragon. The dragon swoops down and breathes on you. The breath is extremely bright and the instant it's over the whole screen is nearly black. You count...one, two, and the screen brightens up to it's normal levels. This is what happens currently.
Here is what should happen if you wanted to more closely mimic pupil dilation and image burn-in (no, it doesn't only happen to monitors). The dragon swoops down and breathes on you. The breath is extremely bright and even once it's over the negative burn-in of the breath attack is still present in your field of vision. The rest of the screen will brighten to it's normal levels almost instantly and the negative burn-in will slowly fade (a few seconds) as your retina's recover. This is how it SHOULD work. Unfortunately, with such a narrow field of vision (your monitor) this could result in your entire screen being affected if you were say, strafing during the breath attack.
In short, good try but it's getting a little annoying. Especially for those with sensitive eyes like myself.
Is there a way to limit the brightness and darkness extremes? I still want to see the effect just not get totally blinded when I really shouldn't be.


