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Overexposed skies when looking down in cockpit

Featured Replies

I hate this feature as well. Way overdone. Look down and the outside scenery turns into a PhotoShop with the exposure filters on max 🙄

To keep both kinds of gamer happy I hope a future update will have a menu item ON-OFF.

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it's a great feature for immersion IMO and has never been a problem for me for seeing things internally but I agree there's no reason it shouldn't be able to be disabled. I mean I'm sure some people like motion blur but I'm so glad I can turn that nonsense off!

Drew Sikora

Staff Blog

Founder/Designer, MSE Airports

I happen to like it because it's realistic. Sure, as many have stated and I agree with, it is a little overdone. But, that's how it works in reality. However, for the people that don't like it, hopefully we can get a toggle switch for it. 

Personally, I find it very hard to read the instruments when looking straight ahead. I've been in many small planes and this seems very unrealistic.

  • Author

It may be realistic, but as ryan has stated, our eyes can adjust much faster in real life hence making this effect in game annoying. i hope they give us either an option to turn it on or off, decrease the time it takes for the image to return back to a perfect balance of exposure like in real life, or give us a slider to fine tune and dial in as we see fit.

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Realistic ? Slightly overdone ?

 🤣

Anybody (human beings I mean, aliens I don’t know) who has ever been in the cockpit of an aircraft or, if not, has just been in a car knows that the external view is not bleached out like in MSFS and the gauge panel dark when moving the eyes from one another on the vertical dimension.

 

 

Edited by Dominique_K

Dominique

Simming since 1981 -  [email protected] GHz with 16 GB of RAM and a 1080 with 8 GB VRAM running a 27" @ 2560*1440 - Windows 10 - Warthog HOTAS - MFG pedals - MSFS Standard version with Steam

 

On 2/3/2022 at 10:26 AM, Dominique_K said:

I have posted in another thread an explanation found on the FS official forum and why you cannot switch it off with the usercfg. Typically a gimmick added by a smartass dev who has never flown a flightsim before...

Someone please prove me wrong, but I strongly suspect that eye adaptation may be baked into some parts of the modern DirectX API, especially where HDR rendering comes into play. Another game I play recently moved to an upgraded lighting engine that can leverage more advanced DX API calls – and in adding DX HDR rendering, eye adaptation came along for the ride and can’t be turned off because it’s part-and-parcel of how the lighting contrast is managed. There was much debate over it, but the final answer was that development for modern game lighting engines focuses on camera-like/cinematic behavior, not human eye behavior. As such, it then requires trickery like fake eye adaptation (based on camera auto-exposure) to offset the artificial/camera-like behavior. And the options for doing so are limited because the lighting systems aren’t designed for simulators as much as they are for games where effects matter more than realism.

So we may be somewhat stuck at this point. To be fair, eye adaptation in MSFS seems less pronounced than in other things I play. Believe me, it could be much worse. But if they can figure out a way to make it switchable, or at least offer a slider for intensity of the effect, it would be much appreciated.

https://forums.flightsimulator.com/t/please-make-eye-adaptation-switchable/285240/10?u=dominiquekl

Vote for it ! 

 

Hmm... camera-like/cinematic behavior I don't know which moron developed this. I have worked as a cameraman in both film, TV and photography for my entire career and this is nonsense. Never, anywhere is this introduced in cinema or film on purpose, if it has been, then it is a mistake or by design for a particular effect. When filming, the operator goes to great length to ensure there isn't a shift in exposure, or at least so it is not seen on the screen. Most cameras have an auto exposure, but good practice dictates that it should very rarely be used during shooting a 'take.' If auto exposure is used and the camera pans or tilts, then often a shift of brightness is present as the camera's auto exposure meter crosses different illuminated parts of the scene and adjusts accordingly. In reality, the operator would carefully, manually adjust the aperture slowly to ensure any shift is not seen. In most cases this is not necessary anyway, as modern camera have a pretty good dynamic range. Yes, the iris in our eyes adjusts, just like the aperture of a camera and does an amazing job, but we are unaware of those adjustments. But the bottom line is, to actually create the effect so we are aware of it is nonsense. 

Edited by Rockliffe

Howard
MSI Mag B650 Tomahawk MB, Ryzen7-7800X3D CPU@5ghz, Arctic AIO II 360 cooler, Nvidia RTX4090 GPU, 32gb DDR5@6000Mhz, SSD/2Tb+SSD/500Gb+OS, Corsair 1000W PSU, LG Ultragear 48"4K, MFG Crosswinds, TQ6 Throttle, Fulcrum One Yoke
My FlightSim YouTube Channel: https://www.youtube.com/@skyhigh776

10 minutes ago, Rockliffe said:

Hmm...  

Thanks Howard for your insight in the matter. 

Dominique

Simming since 1981 -  [email protected] GHz with 16 GB of RAM and a 1080 with 8 GB VRAM running a 27" @ 2560*1440 - Windows 10 - Warthog HOTAS - MFG pedals - MSFS Standard version with Steam

 

Speaking of solutions (remember one has to show constructive criticism😁) the Nvidia game filters help a little but not much as they can easily distort the colors/contrast, adding two phone books under my behind (raising the seat), zooming out a little bit  and slanting the view slightly downward helps too. 

But a switch to discard this effect would be the best.

Dominique

Simming since 1981 -  [email protected] GHz with 16 GB of RAM and a 1080 with 8 GB VRAM running a 27" @ 2560*1440 - Windows 10 - Warthog HOTAS - MFG pedals - MSFS Standard version with Steam

 

56 minutes ago, Rockliffe said:

Never, anywhere is this introduced in cinema or film on purpose

As a photographer of nearly 15 years, I couldn't have said it better myself!

6 hours ago, Dominique_K said:

has just been in a car knows that the external view is not bleached out like in MSFS

External view isn't bleached out at all if you have your contrast, gamma, brightness etc set correctly. These look close to perfect for the time of day they were shot in.  I do agree the cockpit interiors are a bit dim but only by a small amount:

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Edited by Noel

Noel

System:  9900X3D Noctua NH-D15 G2, MSI Pro 650-P WiFi, G.SKILL  64GB (2 x 32GB) 288-Pin PC RAM DDR5 6000, WD NVMe 2Tb x 1, Sabrent NVMe 2Tb x 1, RTX 4090 FE, Corsair RM1000W PSU, Win11 Home, LG Ultra Curved Gsync Ultimate 3440x1440, Phanteks Enthoo Pro Case, TCA Boeing Edition Yoke & TQ, Cessna Trim Wheel, RTSS Framerate Limiter w/ Front Edge Sync.

Aircraft used in MSFS 2024:  Fenix A320,  Aerosoft CRJ, FBW, WT 787X, I-Fly 737 MAX 8, Citation Longitude.

 

1 hour ago, Noel said:

External view isn't bleached out at all if you have your contrast, gamma, brightness etc set correctly. These look close to perfect for the time of day they were shot in.  I do agree the cockpit interiors are a bit dim but only by a small amount:

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Cockpit looks quite a bit too dark to my eyes in your image.  I have no issue with the lighting effects at dawn and dusk in the sim, but mid day sunlit conditions cause the entire world and cockpit to be completely washed out - even when the sun is behind you.  This is not even remotely realistic (and was not present until maybe SU5).  I do fly exclusively in VR and cockpit view, so not sure if the lighting is as bad in other scenarios.

  • Author

I'm talking about the interior cockpit view when flying during the day. The way I have my default cockpit view set, the outside colors appears overexposed (washed out) and in order to get it to look its best, I have to pan my view up, but then my instrument panel is mostly out of sight, which ruins and defeats the entire purpose of my default preset view.

I never had this issue in P3D, FSX, XP. Everything was properly exposed and that's how I'd like for it to be in MSFS as well. I really don't like this eye-adaptation effect.

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11 minutes ago, captain420 said:

  issue in P3D,

If my memory serves me well, P3D has a scalar to control eye adaptation

Dominique

Simming since 1981 -  [email protected] GHz with 16 GB of RAM and a 1080 with 8 GB VRAM running a 27" @ 2560*1440 - Windows 10 - Warthog HOTAS - MFG pedals - MSFS Standard version with Steam

 

1 hour ago, PlumCrazy said:

Cockpit looks quite a bit too dark to my eyes in your image.  I have no issue with the lighting effects at dawn and dusk in the sim, but mid day sunlit conditions cause the entire world and cockpit to be completely washed out - even when the sun is behind you. 

Don't have a clue what you're talking about.  The outside world nor cockpit is never completely washed out in midday bright conditions or any other time.  The cockpit image posted was heading into a sunset so of course it's going to be undercooked a bit.  In general the cockpit needs to be brighter I would agree.  

Noel

System:  9900X3D Noctua NH-D15 G2, MSI Pro 650-P WiFi, G.SKILL  64GB (2 x 32GB) 288-Pin PC RAM DDR5 6000, WD NVMe 2Tb x 1, Sabrent NVMe 2Tb x 1, RTX 4090 FE, Corsair RM1000W PSU, Win11 Home, LG Ultra Curved Gsync Ultimate 3440x1440, Phanteks Enthoo Pro Case, TCA Boeing Edition Yoke & TQ, Cessna Trim Wheel, RTSS Framerate Limiter w/ Front Edge Sync.

Aircraft used in MSFS 2024:  Fenix A320,  Aerosoft CRJ, FBW, WT 787X, I-Fly 737 MAX 8, Citation Longitude.

 

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