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PS1 contrast levels #1646

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Richard-L opened this issue Nov 5, 2023 · 2 comments · Fixed by #2055
Closed

PS1 contrast levels #1646

Richard-L opened this issue Nov 5, 2023 · 2 comments · Fixed by #2055
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Feature New functionality TR2

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@Richard-L
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Richard-L commented Nov 5, 2023

This was something Arsunt deliberated on for quite a while but eventually made it happen. He presented it like this:

image

Arsunt:

DirectX 5 has limited texture lighting formula. Every texture cannot be displayed lighter than it is.
But it can be displayed darker than it is. PS1 had full range of texture brightness, so PS1 is more contrast when it comes to dynamic lighting and bright rooms
So I made 3 modes of lighting contrast:

  • Low: texture lighting is clamped in 0%-100% range (that's how behaved PC version with hardware renderer).
  • Medium: texture lighting is clamped in 0%-150% range (that's most comfort way to play in my opinion, compromise between Low and High).
  • High: texture lighting is clamped in 0%-200% range (that's how behaved PC version with software renderer and PS1 version).
    This is especially noticeable when you use flare or flashing with guns

TR2M before (DX5):
DX5

TR2M after (DX7):
DX7

TR2X:
image

PS1:
image

In some levels that are naturally dark it can be quite striking - compare the dragon:
PC:
pc-dragon

PS1:
ps1-dragon

@Richard-L
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Some of the above image links had broken and I fixed them.

While doing so, I found some examples of people trying TR2M's PS1 contrast levels in Golden Mask. The snow there looks too white, almost like a PS1 TR2-JP Tibet. Maybe due to these levels never meant to be played on the PS1? Something to perhaps keep an eye on for later.

gm-pc-contrast1
gm-ps-contrast1

gm-pc-contrast2
gm-ps-contrast2

@rr- rr- added the TR2 label Oct 3, 2024
@rr- rr- transferred this issue from LostArtefacts/TR2X Oct 3, 2024
@aredfan aredfan added the Feature New functionality label Oct 10, 2024
@rr- rr- moved this to Backlog in TRX Dev tracker Oct 10, 2024
@Richard-L
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Small addition that this also seems to affect room lights. Left PSX, right PC.

unknown

And although the above already explains it, I found another elaboration on it by Arsunt:

Little theory. Let's take a pure red color texture.
If we set it's lighting to some value on PS1 we'll get new color on screen:

  • 0% pitch black
  • 25% dark red
  • 50% pure red
  • 75% light red
  • 100% pitch white

But classic PC version cannot make texture brighter than it is because of DirectX 5 limitations. So we have

  • 0% pitch black
  • 25% dark red
  • 50% pure red
  • 75% pure red
  • 100% pure red

rr- added a commit that referenced this issue Dec 16, 2024
Resolves #1646.
Implementation similar to TR2Main, with 100%/150%/200% brightness caps.
@rr- rr- moved this from Backlog to In progress in TRX Dev tracker Dec 16, 2024
rr- added a commit that referenced this issue Dec 16, 2024
Resolves #1646.
Implementation similar to TR2Main, with 100%/150%/200% brightness caps.
rr- added a commit that referenced this issue Dec 16, 2024
Resolves #1646.
Implementation similar to TR2Main, with 100%/150%/200% brightness caps.
rr- added a commit that referenced this issue Dec 17, 2024
Resolves #1646.
Implementation similar to TR2Main, with 100%/150%/200% brightness caps.
@rr- rr- closed this as completed in #2055 Dec 17, 2024
rr- added a commit that referenced this issue Dec 17, 2024
Resolves #1646.
Implementation similar to TR2Main, with 100%/150%/200% brightness caps.
@github-project-automation github-project-automation bot moved this from In progress to Done in TRX Dev tracker Dec 17, 2024
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