GregorWladacz;n9686541 said:
Yes, I see overly bright and inaccurately-colored image -
https://www.youtube.com/watch?v=F8oEy2JtoLU , but this is JUST an opinion and the author could be seeing something entirely different just because of display settings. I am not so much for all these lighting mods *looking good* in general sense. Instead, I am all about them looking *as accurate as possible*, which first of all, requires a very accurately calibrated display not only to view lighting mods, but also to make them and "factory-calibrated" or "calibrated through downloaded ICC profile" or "display review stated it had good accuracy" doesn't mean squat...
A simple difference between my display's gamma and mod author's display gamma is enough to experience same exact lighting mod as 2 entirely different entities with vast differences, even though they are exactly the same mod.
Accuracy preference (yes, its a preference!) is natural to me. For example, most people would probably not like if fake character lighting would be disabled for cut-scenes because some cut-scenes, like the ones in caves, would appear very VERY dark. The cut-scenes in Kaer Morhen caves would be especially dark and you would barely be able to distinguish characters. To me - that's a good thing, its an accurate thing because makes far more sense than having a dark deep cave with 0 light sources to appear bright and colorful... That's a deal breaker when it comes to STLM and also a deal breaker when it comes to vanilla lighting. WLM is much better at this, but it also crushes all the dark details in interiors that do have light sources, like houses in Bloody Baron's output in the middle of the day. I tried different lighting mods and I settled for Extended View Distance mod without even knowing that many contribution to that mod came from someone who was also into accuracy and provided many accuracy-enhancing tweaks. The actual lighting stayed vanilla (but tweaked, fixed-vanilla), which made sense because CDPR W3 designers did take accuracy of lighting and colors into consideration, but they also had to consider that people with all kinds of displays are going to play their game and catering to them was also very important, even at the cost of losing image and light-interaction accuracy.
The thing about E3 look, the one that STLM attempts to resemble, is that it is not unknown what exactly was changed and whether lighting or other graphics assets that made that lighting possible even exist in the final game. That means attempts to make the final game resemble E3 in some areas can very much make other areas look very inaccurate or just strange, but it may be the best that could be done given the available assets. For all we know, CDPR could've been using different-colored grass textures, architecture textures, etc. Those assets might've worked perfectly for the lighting they displayed in E3 trailers, but the final game assets may be lacking for E3 color reproduction. That's the thing about making a game and modding a game - when you make a game, you design so that everything fits together well, but when you mod it, you're limited to available assets and you only mod what you can. You can't expect any modder or even a group of them to just re-create E3 lighting, even if its lighting alone, because it may need re-coloring and changing of many other non-lighting assets.
Then there's the whole "game mood" aspect that does not fit neither vanilla nor any of the lighting mods available. Grim Lighting mod attempts to mimic the theme and the mood of the game, but in my opinion, it needs a lot more work.