Darkness of interiors (semi Solution Found)

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GTP_ChrisR1984
are the cockpits just too dark?

ive tried turning the brightness up on my TV but it just doesnt seem to work, some of the cars are ok, but some are just sooo dark its impossible to see the dials.

is there something i have missed in the options?
 
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Too be honest it's dark in certain places. When it has the sun shining in the cockpit then it's defo lit up but yeah I see whacha mean at points where it's just riduclas that we cant see the dials, It's all part of the shadow movement thing they did. It's not 100% atm by the looks of it...
 
i was in a car this afternoon, cant remember what, but i just thought, wait a min its belting sunshine on the game, and the dash is pitch black, i could only just make out the needles going round, and it wasnt like real sunlight was hitting my TV, the curtains were closed and it was failry dark in my room.
 
As far as I know, it's because the game doesn't have ambient lighting. (forgot the exact term, maybe volumetric) As in, light doesn't bounce off surfaces like it should in real life. I don't know if it will be implemented, as it might bring down the frame rate a fair amount.
 
Yes, I think the lighting in cockpit is way too dark. All you need to do is take a drive in your own car midday, even when shadows move across your dash you can still obviously see everything:lol:

That being said I really don't think that PD doesn't notice this and are fixing it.:)
 
Go in the TV options in GT5P. Forgot exact slider, but move to to +1.0
 
I've found this out as well. Hadn't raced in a few days & was watching some tv before hand. Fired up GT5P, started racing & straight away thought wow why is it so dim & dark for? I agree it needs to be brighter in the cockpits, especially if people want to race without the HUD (if the option were introduced) in the future, because you need to see the dials on the dash.
 
i was on it again, the ferrari f40 is a major good example on daytona road course, hopefully they will fix it, and i hope they intend on giving us a hardcore version, so no maps, times, or hud at all :)
 


Right now the virtual eyes work like a camera that is focused on the road not the car, every time the road conditions change(a tunnel or a light/shadow zone) the iris is re-adjusted to get the best overall picture, same with the different views.
 
but saying that if i looked at the dials then the dials should get brighter, but the game doesnt know when that is..
 
Why they dont let us to open and close the lights... A little button could do the job and we can see the dials. Pehhh. I tried everything but some of them are still too dark to play and have fun.
 
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I'm glad someone else thinks the instruments of the incar view are pretty much unusable. I'm wondering what PD are trying to simulate in this view, a human eye or a video camera. The answer appears to be a video camera judging by the video earlier in this thread of the incar club racer. Those instruments are completely unreadable.
Compare the Ferrari California tachometer and the Ferrari 512BB tachometer and speedometer. I can actually use the California tach while driving. The dial and needle is clearly visible using peripherial vision. The Ferrari 512 instrument panel is pretty much unusable at any light angle, even if you take your eyes off the track and focus directly on the instruments.

Any improvement in design ergonomics aside (1976 instrument design versus 2008 design), it seems to me the dials in the 512BB should be a little more visible.

I thought perhaps my television just wasn't up to the task and couldn't handle the range of contrast. I'm using a four year old DLP Projection 720P (Samsung HLP5063WX). I know this television does not have the contrast ratio of the newest 1080P LCD sets. I have tried limiting the RGB range and enabling Superwhite. I'm not satisfied with the change.

I will breakout the video calibration disk and try adjusting the television settings. The issue there is that the disc was originally a 480I source.

I'll take any comments or suggestions. Thanks in advance.

edit: I've gone through with the calibration disk with RGB: Limited, Superwhite: Off. I'm happier with the results viewing Blu-ray discs. Thanks to those offering their help and opinions. I'd still like to see the interiors and instrument panels that PD obviously have put much time into modeling. Perhaps the full version of GT5 will include a moveable camera view within the Garage view that will allow us to appreciate those views.

SpacemanSpif / GTP_Spiff
 
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.... I'm wondering what PD are trying to simulate in this view, a human eye or a video camera. The answer appears to be a video camera judging by the video earlier in this thread of the incar club racer. ...

In order to simulate the human eye the way you want it would mean you'd have to wear some kind of device that tracks where you are looking. In a normal car, when you look outside your eye adjusts to the amount of light outside. When you look at your instruments your eye readjusts to the lack of light inside your car. Your eyes adjust really fast, so it seems like there is no difference between looking outside or at your instruments, but there is, and it's huge. IRL you can't have both. Looking outside with your eyes adjust to the inside of your car would make the outside world way to bright and looking at the instruments with your eyes adjusted to the outside makes the instruments dark, like they are now. So, PD simulated a fixed camera or human eyes looking at the road.
 
You would have thought RGB Limited wouldn't be as good as Full, but when I found out that setting even existed I put it on Limited straight away, blacks don't look quite as black but at least you can see shadow details now. I haven't really noticed the difference on Prologue because I changed it ages ago and went through a phase of only playing MGS4, COD4 and Burnout, and out of those it made a huge difference on the first two but Burnout isn't a very dark game anyway.

It has to be said, though, I use a DFP so the in-car view is kind of redundant. When I had the Sixaxis, I used it all the time, but I find it kind of weird seeing two steering wheels at once for some reason! Well, there's that and the fact that I can read the bumper-level dials, but can't for the life of me read the car's dials, and I'm only sitting about a metre away from a 22 inch 1080p screen!
 
RGB Full is designed for monitors and TVs that can handle the full (0 to 255) RGB spectrum, now while all monitors can do this most (and I do mean by far the vast majority) HDTVs can't.

As a rest setting RGB Full on them will crush the blacks together and 'pop' the white areas, loosing huge amounts of shadow detail.

I've run a calibration disc against a number of HDTV's and setting RGB Limited gives the truest range of colours. I'm willing to bet that most people who suffer from this issue (and it makes quite a difference on a number of other games as well) have RGB set to full and are losing colours as a result.


Regards

Scaff
 
RGB Full is designed for monitors and TVs that can handle the full (0 to 255) RGB spectrum, now while all monitors can do this most (and I do mean by far the vast majority) HDTVs can't.

As a rest setting RGB Full on them will crush the blacks together and 'pop' the white areas, loosing huge amounts of shadow detail.

I've run a calibration disc against a number of HDTV's and setting RGB Limited gives the truest range of colours. I'm willing to bet that most people who suffer from this issue (and it makes quite a difference on a number of other games as well) have RGB set to full and are losing colours as a result.


Regards

Scaff


As always, you're bang on. Just set my HDTV to RGB Limited and it is MUCH better. Many thanks, Oh wise one.
 


Right now the virtual eyes work like a camera that is focused on the road not the car, every time the road conditions change(a tunnel or a light/shadow zone) the iris is re-adjusted to get the best overall picture, same with the different views.


I agree, PD made you're eyes focus on the road rather then COCKPIT...
Guys when you drive you're car in really SUNNY day, look on the road for a minute, and never move you're eyes and you will notice all the panel's of car gauges, etc are dark. So it is realistic, but a bit tooooo realistic heh.


And about the RGB effect, and other options there, I have everything ON, and set to FULL, did not loose any colors, I try it out with few games, especially with Uncharted, looks better on my TV, I guess I have a compatible one.
 
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I found the RGB limited improved the dashboard view (as documented in another thread) but it's a difficult area.

There's the perspective and peripheral vision discussion (I won't labour it here as I think it's been covered in another thread), then there's the psychology of what your brain "blanks out" for you and so on.

On the subject of lighting, I've often found with a low sun I can't read my cars dials in real life, especially in a cabriolet :-) However it can seem a little OTT in the game, although I like the way the shadows move around.

In the end though, even with a projector, I find that I mostly use the bumper/bonnet view.
 
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I'm photoamateur with DSLR, so I can see it with another view; I think whole GT5p engine is simulating view of a DIGITAL CAMERA. See the purple, cyan and red fringes on too contrasty edges, this is lens deficiency in reality. When the dynamic range is too wide (tunnel at Eiger), game engine take it to the underexposure or overexposure, exactly like digital camera does and it adds to reality feeling in fact. I really like the game engine, because in opposition to other game engines (GRID for example) it uses HDR in completely natural manner.

But I think that little assistance in shadow areas of cockpit and especially instrument cluster is needed if we want to realistically race from cockpit with no hud and that's certainly the thing we all would really love!
 
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I'm photoamateur with DSLR, so I can see it with another view; I think whole GT5p engine is simulating view of a DIGITAL CAMERA. See the purple, cyan and red fringes on too contrasty edges, this is lens deficiency in reality. When the dynamic range is too wide (tunnel at Eiger), game engine take it to the underexposure or overexposure, exactly like digital camera does and it adds to reality feeling in fact. I really like the game engine, because in opposition to other game engines (GRID for example) it uses HDR in completely natural manner.

This has been a common technique used in video games recently, to simulate how an image looks on camera (and thus TV) rather than in real life. The most prominent example of this is lens flare, which is an artificial artifact only seen through a lens. If you were actually at the scene, you'd never see these effects.

However, most gamers have an understanding of their world based on images received via television and movies, so this feels natural and more realistic, even if it's not.
 
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