since there still isn’t a proper workaround…
I wonder if anyone has tried to ‘replace the tonemapper’ in a postprocess material
basically do this: https://docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/PostProcessMaterials/index.html#replacingthetonemapper - but skip the ‘reinhard tonemapper’ custom node
if I place a sphere with an emissive full-red color with 100.0 value (so R=100, G=0, B=0), the compared results are as follows:
as opposed to disabling the tonemapper via the CVar, here everything else that’s tonemapper-dependent (TAA, etc) still works.
the “only” caveat is that the EyeAdaptation node seems useless and my scene becomes fully dark