Annunciator readability in VR
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Unfortunately, the post processing in modern game engines can make small details like that hard to read. If you switch on the panel lights during the day to dim the annunciators, I assume it's better? I could give you some custom code to dim them, but of course, then they are less attention-grabbing. Have you experimented with different anti-aliasing? I would expect DLSS to be much worse about this than TAA, for example.
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Hm. No. I havent actually tried different AA for this. But the issue isnt the readability of the fonts per se. But its like the Annunciators are too bright lit and blend away the black inscription.. Dlss is quite good on my system. I have upscaled alot and use textures on ultra. In daylight everything is as sharp as reading a book. (Besides the annunciators) some kind of code to dim them would have been great.
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It's still the same problem with the post processing. The emissive glow erodes the size of the font, and then the post processing can completely erode small features like that.
If you really want to dim them, you can do a find-and-replace on...
(L:var_BatteryDimmingAnnunciatorBrightness, number) 2.0 *
Becomes...
(L:var_BatteryDimmingAnnunciatorBrightness, number) 1.0 *
(or any other multiplier you like)...in these files
BaronProfessional_Base_INT.XML
BonanzaProfessional_Base_INT.XML
BonanzaProfessional_Turbine_INT.XMLHope that helps!
thanks alot for your help