Android Vulkan/ES3.1 preview doesn't match Shader Model 5/DX11 view

What the title says!

I spent the better part of 2 days trying to figure this out haha. So your problem isn't mobile HDR, although that does actually make it match to an extent, due to part of the culprit - auto-exposure!

Auto Exposure in the Shader Model 5 (SM5) view will brighten or darken your scene to emulate your eyes' ability to adjust to varying lighting conditions. So, a very dark scene will gradually get brighter in SM5, whereas your Android view will stay looking dark.

You can turn this off in the project settings, just type "exposure" in the search bar

Next up is setting your view to also only display the exposure at 1.0

As long as you're using lights which are supported in both SM5 and Vulkan/ES3.1 your scenes should be much more similar now. However, there is a tonemapping difference still. I thought it might be a straight sRGB difference of 2.2/0.454, but it isn't quite that!

If you add a Post Process Volume actor to your scene and mess around with the global gamma, you should be able to get the two views looking much closer. I've pasted the settings I've used in my crappy test scene below. This isn't completely necessary to do, but It makes judging how shaders look, or light bakes a tiny bit easier in the editor..

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