I would have it that they set a good default level of exposure from light sources. In MSFS 24 it is too high.
Then the sim probably needs to be brighter, note brighter rather than more exposed. This would even-out both of these images somewhat.
And then if it is too dark in the cockpit, you turn on the lights, that is why they have them, because it is not always bright in the cockpit.
But the sim would look better and more realistic with more of the overall light coming from brightness rather than exposure.
Eyes simply do not do what the sim currently does. If you look at the sun with the ground still in your peripheral vision, the ground does not suddenly get darker it stays the same. And then if you look completely at the ground without the sun in your view, it does not suddenly get lighter.
The sim should simulate what we see with our eyes, not what we would see using a camera.
I made a small mod for people that want to disable Bloom and/or Lens Flare. It helps a bit with the overexposure.
This is only for the SU2 Beta due to itâs added functions. There is one problem that canât be solved by me as that option needs to be implemented by Asobo and that is the two settings wont be saved, so you need to disable them on each start.
Remove the .pln from the filename and unpack the .zip to your community folder.
External link; Canât use direct links anymore (TOS)
I think you might be really on to something there. Maybe this whole mess started, because wanted to make the image brighter and thought the best way to achieve that was by increasing exposure instead of brightness. Which leads to the current super washed out image look and highlights blown way out of proportion.
I also quickly tested your idea and made two quick screenshots, one with default settings and the other with reduced exposure and pulled up brightness via ReShade and while still not perfect, it looks much better than the default.
May have been mentioned before where the view outside through the cockpit windows looks quite washed out especially if the sun is on the window. Especially noticeable on smaller GA aircraft. Maybe we need a setting to âcleanâ the glass periodically.
Photographer here, there is definitely a language barrier.
EV compensation is, indeed, a global ovverride of an automatic exposure: itâs telling a camera: âdo your choice and then apply my correction on itâ
So, the slider is indeed doing the job as advertised, and does a lot of difference for cloud brightness, matching your monitor (for example, for my job i usually keep the monitor rather dim and MSFS 20/24 where both awfully overexposed).
Your issue is a different one and itâs maybe an agressive auto exposure.
By the way, the human eye works the same way and itâs endlessy doing brightenss correction for you, rn the game itâs quite agressive: with a fully manually, fixed exposure you wouldnât see the cockpit and outside and your experience would be way worse.
I did some more testing with a histogram being shown by reShade. That nicely demonstrates that default value for exposure compensation definitly creates an overexposed image. It is pushing the brightness values very much more to the right than needed.
Iâve read this topic quite thoroughly, to understand if I am complaining about the same issue, but to me, indeed it looks like the sim doesnât handle outside exposure vs inside exposure and merging them together.
The cockpit screens either look too exposed or underexposed, and whenever i look at a real cockpit with real screens (at night for example), for me, FS2020 looks way closer to reality than whatever we have in FS2024. Itâs a combination of things, I believe, but they clearly havenât taken the time to compare what they get vs some pictures of real cockpits in different lighting conditions.
Funny enough, X-plane now has a Beta (12.2) fixing this exact thing, because they had dark cockpits since 12 came out.
Thatâs basically describing the concept behind HDR photography etc.
You combine multiple images taken with different exposures in order for the brights and darks to come out at the same time without over or under exposing one of them.
This is not the same bug as the exposure bug. No idea what causes it though, the lighting is all over the place at times, too many issues with old and new stuff mixed.
I have a professionally calibrated OLED HDR ultrawide (using true black 400 profile) and have set the exposure slide in latest MSFS Beta 2 to -1.1. The result? A truly staggering picture quality with perfect exposure and staggeringly lifelike. My personal feedback might differ from others, however just to offer Asobo balanced feedback, I think they have done an amazing job with the new exposure option.
It is certainly good to have a slider to control exposure, I completely agree. You can see my posts above saying how much better I got the sim to look in my opinion by reducing the exposure using that slider.
The problem is still the auto-exposure though, which this slider does nothing to fix. The sim is still constantly changing exposure depending on what you are looking at. And it looks truly terrible sometimes.
If they can keep a slider for the base level of exposure and add another for controlling the amount of auto-exposure then it would be great.
Yes that would be good to have an extra option to tweak the eye adaptation also. The more choice will allow users to configure to maximise their experience
I havenât read this whole topic but I hope they bring something like this to the whole sim and not just FSR 3. Iâve been experimenting with FSR 3 and I like it, though the only settings that donât give me artifacts over water is TAA and DLSS DLA. TAA is still my go to.
Wow that old video looks great. Itâs actually dark inside the cockpit! Nice contrast. Not washed out cockpit textures like now.
I wholeheartedly agree. The exposure slider is a good start, another slider âeye adaptation rangeâ from 0 (no adaptation) to 100 (100%) of the default adaptation. That would be great!
And everyone who liked this thread PLEASE ALSO VOTE FOR THE BUG!
As I see it, the sim has implemented a compromise to deal with the vast luminance sensitivity the human eye has. The eye is capable to see such a large variation in nits (like 1:1â000â000â000â000), that reducing that to the very limited luminance range which even a HDR display can generate, makes some sort of adaption mandatory.
So what you are asking for is actually imposing another serious compromise. Without this auto exposure feature you literally cripple the luminance range for dark portions to a small range at the bottom of the available 8 bit resolution (wihich allows for just 256 steps for a pure color, on classic displays). Likewise for brigth areas only a small range at the top of the 256 steps remain, like e.g. the range between 240-256. To get a proper and fine enough resolution for luminances at both extremes, you need this auto exposure feature. I am pretty sure, it would look ugly as hell if you operate with a single exposure rate in all situations.