View Issue Details

IDProjectCategoryLast Update
0014397The Last FederationSuggestionMay 6, 2014 12:17 pm
ReporterProkofiev Assigned ToChris_McElligottPark  
Status closedResolutionnot fixable 
Product Version1.002 (Tech Acquisitions And Planetary Attacks) 
Summary0014397: Graphical settings
DescriptionAdd separate brightness, gamma, and contrast controls.

Make the graphical settings adjustable from within the game, rather than requiring the player to back out the opening menu to change these--after which they must load a saved game, etc.
TagsNo tags attached.
Internal WeightNew

Activities

Chris_McElligottPark

May 5, 2014 10:58 am

administrator   ~0037400

Unfortuantely, given to the nature of the game, adjusting brightness contrast, and gamma are not things that we can do. This isn't like a 3D FPS game.

Also, in terms of editing any settings, you can already do that straight from the Settings button inside the menu you see when you hit escape while inside the game -- no need to go all the way to the main menu!

Prokofiev

May 5, 2014 5:01 pm

reporter   ~0037482

"Unfortuantely, given to the nature of the game, adjusting brightness contrast, and gamma are not things that we can do. This isn't like a 3D FPS game."

Thanks for the response, but there's no need to get insulting. I have no interest in FPS games, and almost without fail, the strategy titles I do play--Crusader Kings II, Europa Universalis IV, Age of Wonders III, Guardians of Graxia, Civ IV mods, SMAC--offer some variety of gamma, brightness, and/or contrast settings. Which are especially useful in reading text for any length of time.

The only game I've purchased that doesn't do this is Reus, but then, given it's nature, I don't see it as an issue.

Chris_McElligottPark

May 5, 2014 5:07 pm

administrator   ~0037484

Wow, I was not trying to be insulting -- tone doesn't convey through text, so please don't take it that way. FPS games are simply a great example of this sort of thing in action.

Bear in mind that almost all of the examples that you cite, to my knowledge, are 3D engine games. In other words, they have ways of adjusting those sorts of settings in the same fashion that an FPS game would, because they are using a lighting model and so on.

With our game, or in fact most 2D games, there's not a true lighting model or geometry or anything like that. It's all sprites. Some engines do this via other modes, and perhaps there is a way to do it through shaders on the GPU, but there's nothing built-in in unity for this, and it's not something that is likely to work too well. I'm not personally aware of any 2D games with this sort of option.

Prokofiev

May 5, 2014 5:38 pm

reporter   ~0037486

Fair enough, and I apologize for misunderstanding. :) I *think* SMAC is 2D, despite placing objects apparently below and above others, but your point's well taken.

Chris_McElligottPark

May 5, 2014 8:16 pm

administrator   ~0037491

Misunderstandings happen all the time, particularly with the ambiguity of text -- it's no worries at all from my end. :)

I might be able to work something out with shaders at some point, but it's a tricky thing that probably would cause things to get washed out and so on. The native sort of calls you're thinking of are when you're in things like ambient lighting. We have all lights off and textures rendering in true-color to get the pixel-perfect colorization, so anything we did to go brighter or adjust contrast would require some sort of color manipulation.

Which is particularly difficult when you're talking about sprites that already use additive blending and so forth a lot of the time, or in some cases HSV shifts. It would pretty much have to be a whole-screen post-processing filter after each frame is done, which unity pro does support (and that is what we use), but those are tricky and often exclude older graphics cards, so I'd have to look into them pretty carefully.

Incidentally, _darkening_ things is very easy for us, because it's just a matter of applying diffuse offsets less than 1f across the entire rgb spectrum for each vertex. We use that sort of thing a lot for darkening and for colorization. But you can't use that same approach to lighten. There's a simple way to do that as well, but that then precludes a lot of the other shader effects that we do. With multi-pass shaders we might be able to get that to work, but there again I think that some effects like HSV and additive blending would potentially really get strange.

Anyway, if we were using a true lighting model this would be super simple, but we'd also have a slightly less efficient draw pipeline in general, and slightly muddier graphics from my past experience.

Hope that makes sense. There probably actually is a perfectly simple way to handle this, but I confess I'm not a whiz with shader language, and it's a pretty poorly documented language compared to the the languages that are my meat and potatoes.

Drak

May 5, 2014 11:34 pm

reporter   ~0037535

Last edited: May 5, 2014 11:35 pm

You can probably accomplish some of these things yourself through your video card settings (at least I can). I can setup a visual styles profile for any executable on my machine, and NVidia will override my defaults when that game is running (it's not perfect, but it often gets the job done for me). I can adjust gamma (usually what needs it), but also the entire RGB profile if I so wished (which is generally more effort than the payout justifies, at least for me so I haven't played with that much.)

Chris_McElligottPark

May 6, 2014 8:22 am

administrator   ~0037547

That's true, I think that those two things can be adjusted on the GPU, same as you can actually adjust contrast and brightness on your monitor itself. In those two cases it is taking all of the finished pixels from any program, and then just running an operation on them. Same as works on your TV.

Prokofiev

May 6, 2014 12:02 pm

reporter   ~0037574

It's a good point. I used to do something like that with our last computer, but primarily to bypass antialiasing limitations in a few games. I'll give it a shot, here. Thanks for the suggestion.

Prokofiev

May 6, 2014 12:17 pm

reporter   ~0037576

Last edited: May 6, 2014 12:21 pm

Appears my NVidia setup only lets me override 3D default settings, but I see nothing that could control gamma or RGB settings. Images *are* crisper, though.

Issue History

Date Modified Username Field Change
Apr 22, 2014 10:01 am Prokofiev New Issue
May 5, 2014 10:58 am Chris_McElligottPark Internal Weight => New
May 5, 2014 10:58 am Chris_McElligottPark Note Added: 0037400
May 5, 2014 10:58 am Chris_McElligottPark Status new => closed
May 5, 2014 10:58 am Chris_McElligottPark Assigned To => Chris_McElligottPark
May 5, 2014 10:58 am Chris_McElligottPark Resolution open => not fixable
May 5, 2014 5:01 pm Prokofiev Note Added: 0037482
May 5, 2014 5:07 pm Chris_McElligottPark Note Added: 0037484
May 5, 2014 5:38 pm Prokofiev Note Added: 0037486
May 5, 2014 8:16 pm Chris_McElligottPark Note Added: 0037491
May 5, 2014 11:34 pm Drak Note Added: 0037535
May 5, 2014 11:35 pm Drak Note Edited: 0037535
May 6, 2014 8:22 am Chris_McElligottPark Note Added: 0037547
May 6, 2014 12:02 pm Prokofiev Note Added: 0037574
May 6, 2014 12:17 pm Prokofiev Note Added: 0037576
May 6, 2014 12:21 pm Prokofiev Note Edited: 0037576