Cases where game is brighter on PC, and Switch makes game darker

Been pretty tricky to get the same feel and atmosphere in all platforms, not sure why that happens but using the FN TODM, the sky would appear a lot brighter on a friend’s PC, with the same settings as me (shown below), and very dark on Nintendo Switch.
Here are the post-process settings I used:



UnrealEditorFortnite-Win64-Shipping_E1jGV3tqFQ

Would love if all platforms looked like DX11 DX12 on PC (not talking about fog btw, the colors are just different):

PCD3DES1:


PC D3D SM5
Medium:


Epic:

Android OpenGL ES31

They all semi-similar, but when I go to test from the actual platforms themselves, I see a completely different result.

PC that images above were taken, in-game:

Nintendo Switch on full brightness:


Notice how the sky is now bright and the house dark.

Now here is how it looks on a different PC, with the same graphics settings as mine (on Fortnite):

Bright sky PC settings:


Can we get a new TODM setting that helps make all versions look the same, while keeping Fortnite’s fancy lighting rig setup? Or even have different TODMs optimized for day, night, foggy setting and overcast.

Last update, the Time of Day is also random instead of using the island settings, so it makes it even harder to know what happens with light, as now the dark sky turns into day sometimes and there is no volumetric light/fog when it happens (similar to the second PC case I had previous update):

@Wertandrew In the screenshots attached, I can see one is DX11 without Hardware Raytracing on. The last one has Hardware Raytracing on and is on DX12. Could this be the cause of slight shift in both PCs? (also noticed the Temporal Super Resolution is different on both)

I think step one will be to make 100% sure that the in game settings and in engine settings are the same. You could be working on different settings and not know unless you change them manually in game to match what you have in engine.

As for the discrepancy on different hardware Its hard for me to know for sure with the amount of context provided but I have to assume the hardware limitations are at play with slight color inconsistencies.

Once you are 100% sure the settings are the same on both PCs, in Engine and in Game, lets make sure those look the same then it will be a lot easier to troubleshoot the look and feel for other platforms. Are you using the “Day Sequence Device” and “Lumen Exposure Manager”? Lumen exposure manager will help you particularly to dial the Lumen and Non Lumen looks in one place.

image

I hope this helps. Let me know if you need anything else.

Cheers

I cant use those because I am using the FN TODM.

The strange thing about switch and the second PC though is that no matter what setting I did on engine preview and scalability, I could never get the sky to be so bright, and I am not sure how anti-aliasing can affect it either. Seems like a fog issue, because the fog is clearly missing from the second PC on epic settings, as there is no volumetric lighting on the lights either.

TSR High still keeps the fog and volumetric lights, as seen here:


And we tested hardware raytracing, that doesn’t play a part either, we cant spot a difference:
(I am on an RTX 3080, PC 2 is on RTX 4090)
HRT On:

HRT Off:

And this is how it looks on PS5:

These are the specs of the PC that makes the world super bright:

https://www.userbenchmark.com/UserRun/60703029

I also made an error above, anywhere I mention DX11 I meant DX12. Was under the impression that I was running DX11, but I was on DX12

:thinking: I cant think of anything else about the fog issue visibility. The only thing I go back to is the Game settings potentially being different somewhere. Both GPUs should behave the same way.

About the FN TODM

AFAIK, You should be able to use the “Day Sequence Device” and “The Lumen Exposure Manager” combined with the FN TODM. If you are using CH4 TODM. (is that what you see?)
image

The “Day Sequence Device” will allow you to control and or override the TODM settings Like Time of day, Sun, Fog, Skylight, Sky and Clouds. Just an option to troubleshoot.

The “Lumen Exposure Manager” will work with the TODM basically providing you with 2 PPV controlling the look of High end scalability and Low end scalability. below is an example where I changed the white balance only for visual reference.

LumenPostProcess (High/Epic)


NonLumenPostProcess (Medium/Low)

I might give Day Sequence device a go again. There was something, I can’t remember what, that made me not use it.

Lumen Exposure I cant use anyway because it is global and I have different settings that I want for other areas which I control with PP volumes.

Updated thread to show how it looks on ps5 under the same settings

Can you help me with mine? I am on a PC and is super Birght in the editor, but not in UEFN engine. Please HELP

Use a day sequence device

it was my pc settings :slight_smile: visual affects on laptop screen were on the right settings. NVIDIA GEFORCE game visuals at RTS/RPG
And fortnite settings with direct x 11 (Directx12 is bugged) and a antialiasing was on the wrong settings

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