It looks like the contrast has been bumped up across the board in 4.15 compared to 4.14. My project has a post processor that is definitely making the changes more noticeable but you can still see the difference in ShooterGame, to use one of Epic’s samples as an example.
I’ve created in imgur album showing the differences in my project as well as in the ShooterGame sample located here. Depending on your monitor the differences might be more or less obvious but if you just open each image up in separate tabs and flip between the two it should be more noticeable.
I’m not entirely certain this is a bug but I’m not sure where else to put this, it seems like it would be an odd decision to change the way every game made with Unreal Engine looks between versions. If this is intended then are there any suggestions on what post process settings (or something along those lines) I could use to possibly mimic the look of 4.14? Thanks.
Thanks for the clear and precise repro steps. I was able to confirm what you are reporting and have gone ahead and entered a bug report for the issue. You can track the report following the link below on our public issues tracker.
Once the issue has been addressed by our engineers the ticket will be updated and reflected in the public tracker. Let me know if you have further questions or need additional assistance.
A follow up note from the ticket:
“Defaults were intentionally changed for tonemapping and other PP effects. A Major Release note is going to be written up on it for 4.15.”
I cannot find this contrast change in the 4.15 release note.
Hi matfer. This is part of the notes for “New: Physically Based Default Post-Processing Settings”. For now you should be able to restore the original look by following:
You can switch the tonemapper back by adding r.TonemapperFilm=0 to the SystemSettings section of your project’s DefaultEngine.ini.
We hope to provide more detailed information about this change in an upcoming learning resource.
EDIT: I didn’t refresh the page and kgamble beat me to it.
It’s covered under the “Physically Based Default Post-Processing Settings” section. Setting r.TonemapperFilm to 0 changes it back to the 4.14 look.
Ah I saw the notes about the tonemapper, I guess it’s that.