Is there a way to ACTUALLY turn off eye adaptation?

Hi everyone.

First of all, yes, I know I can enter the same value in Min and Max Brightness to disable the auto adjustment. But it seems that the engine is still processing something, because if I enter the command r.EyeAdaptationQuality=0, I gain like 20 fps. It’s like using that command is the only way to turn off eye adaptation.

Right now, I prefer not to use that command because I have an augmented exposure in my scene. I achieved this by entering 0.4 in Min and Max brightness. If I enter the previous command it will disable everything and it will darken my scene, like if I had entered a value of 1 in Min and Max Brightness. By the way, if I enter the value 1, the engine is still processing something because I still gain like 20fps when I enter the previous command, and the scene remains exactly the same.

Is there other way to adjust the exposure settings manually whithout eye adaptation? It would also be cool if disabling eye adaptation inside the postprocess volume would actually disable it.

Greetings!

I would really like an answer to this as well. I can’t seem to completely turn this off as well, there are still minute differences between in game PIE and the editor when in game mode (hotkey G).

I suspect this is from eye adaption.

I turned it off in the viewport settings under Show>Post Process>Eye Adaption and I also looked for any blueprint camera that might be using the setting as well.

After setting all these options there is still a minute change in value and shading…I can’t quite track down where it is coming from. Any help would be greatly appreciated.

I am testing this in the Example content that Epic has provided. Just make a new level and use the Default option instead of Empty Level.

Give this a try, Create a post process volume, you can make it what ever size you want, then set the Auto Exposure min and max both to 1, then go the Post Process Volume section in the details panel and click the Unbound check box. This will make the post process work for the entire level. this seems to be working for me now. Hope this works for you!

Yes, Unbound makes the volume global. But it’s not my issue. Doing what you did, indeed disables auto exposure, but it still has some performance cost. Only by disabling auto exposure via console command you can avoid that performance cost and gain some FPS.

Try this:

  • Inside the post-process volume disable auto-exposure by entering 1 to Min and Max Brightness (which you already did).
  • Enter the console command “stat FPS” to show the framerate.
  • Run the game and enter the console command “t.MaxFPS 1000” and make sure you don’t have vsync enabled so your game runs at the maximum framerate your PC can handle.
  • Enter the console command “r.EyeAdaptationQuality=0” and see if you gain some FPS. It was like 20/30 fps for me.

So if someone’s not planning to use auto exposure, it would be nice to have that extra performance simply by disabling the feature in the post-process volume.

You can run that console command via a BP, if it is not already exposed

Under Project Settings->Rendering, there is a Default Postprocessing Settings and a option to turn on/off the auto exposure.

What if I want auto-exposure on other part of the game? That’s too global of a setting.

Also the Blueprint camera fades don’t work if you turn off eye adaption or post processing - which is a shame as I need the eye adaption off so that I can display cubemaps properly. Can someone at Epic take a look at this please :slight_smile:

Many thanks,

P