4.15 tonemapper - is it possible to simulate old effects?

Hey Matt,

thanks a lot for further explaining the tonemappers behavior! Great to see some better visualizations! :slight_smile:

I have to say though that the reflections still look wrong from SSR as I have some kind of “proof” since we are also rendering for HDR and our SSR reflect exactly what you see on screen. So I am really confused.
Also, in your image, you can see how the properly exposed reflections of the cars headlights look. They look strong and match the exposure of the image.

The example with the blue effect from unreal looks like if we would take the reflections from you right image and put them into the left one. And that just feels wrong.
I think it would be really awesome if someone from Epic would comment on this so we can get an understanding of whats going on under the hood :slight_smile:

Thanks again and cheers! :slight_smile:

EDIT: I actually remember now that we had a similar problem with emissive surfaces and reflections but it wasnt on the SSR where values were wrong, it was in the reflection volumes. It had something to do with the buffers where emissive information was stored and the reflection captures didnt have proper access to that information. So maybe something similar is wrong here? But yeah…different engines=different problems :smiley: