Wouldn’t it be smarter to not employ a post-process volume at all? I mean, post-process isn’t anything they had back in the day. At best I would just want to override the default post-process effects to be less than normal.
But in regards to lighting, this is what a light looks like in UE1:
…and this is what one looks like in UE4:
PLUS I have surface properties for lightmass and lightmaps, AND material properties, and a whole **** ton of who knows what else.
Here is a screenshot from quick sample room I made with a low-res texture. It was a blank map without any special volumes.
That shadow on the wall looks super sharp, and changing the lightmap size just changes how accurate it is, but it still looks super sharp.
Plus I’ve got some bounce light going on, tinting the room to the color of the texture, lighting the back sides of my surface, and some specular highlights going on.
By comparison, here is basically the same room using the same texture in UT99:
I had to set a flag for “High Shadow Detail” in order to be able to see that shadow on the wall.
And here’s a closer look at said shadow:
There’s a little bit of stepping going on, it fades gently from bright to shade, and the areas that have no light have actually no light.
That’s the sort of thing I want to accomplish. Plus maybe some nearest-neighbor filtering for good measure.