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22

RTX: less aggressive auto exposure, dark areas should be darker

6 Comments

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  • 10
    Registered User commented
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    I can confirm.

    I think I understand the idea behind this "auto exposure". But there needs to be a cutoff where bright stuff stays bright, and in that particular instance, dark stuff stays dark.

    A cave without any light source should be pitch black.

  • 8
    Registered User commented
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    Yes, please make this "Night vision" toggle-able so that we can have the option to not have caves in RTX permanently dimly lit, I can't understand the reason for this at all.  Almost seems like a bug to me, I won't play it until it is fixed, I am sure I am not the only one that thinks this.

    EDIT:  Just checked it seems to do it with non RTX textures too on windows 10 version, not tried Java version yet.

  • 6
    Registered User commented
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    I have to agree with this, i understand that in normal minecraft, its neccesary to have at least a little bit of light from a gameplay standpoint, but with RTX bringing lighting closer to how it is in real life, i think it would only be fair for it to be completely dark in unlit rooms.

  • 3
    Registered User commented
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    Agreed, renders torches in caves useless from a visual perspective since they will make your surroundings actually darker than the obnoxiously well-lit cave you get without them. Breaks the game immersion in RTX which otherwise would be fantastic to actually get to play through in survival mode.

  • 3
    Registered User commented
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    I fully agree, the auto exposure in some instances looks so bad id rather play without rtx like in huge caves in the 1.19 update

  • 0
    Registered User commented
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    The areas which were 100% dark in Vanilla no longer have that true darkness anymore which ruins a lot of sceneic setups. It's awful that for full darkness you need to have a light source in the view to "outshine" the dark parts of the scene