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The Ford is is still pretty bright inside, the top of the dash itself may be darker and not as "reflective" of a material as the others, but look at the the metal supports to the left for example, the creases with the stitching, how easy it is to see the details and white speckles on the darker dash material, the shine from the carbon fiber front pieces, etc.
The Builder car I would guess doesn't fully interact with the environmental lighting and exposure settings the same as the stock cars do because of the modular design of it all. It seems like any other car with a roof overhead in this game, is affected somewhat by the auto-exposure stuff, while the builder cars may bypass that stuff entirely and the interior cameras function like the exterior cameras do.
Maybe they radically changed how the auto-exposure feature in UE4 functions for this game, but I somehow doubt that. Although the fact we (and they) can't just disable it by using r.EyeAdaptationQuality=0 without getting an unplayable white screen shows they probably did something horribly wrong with the lighting and exposure setup. Regardless of how its implemented, it needs to be addressed / removed / fixed for real in every car and location. The fact that it's still a problem in any of them remains the real issue here. I can only guess and assume what it's doing and why based on how it works normally in the engine.
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