I found out how to turn off the excessive light bloom/glare in Rage; a simple r_skipGlare 1 will do the trick. Here's a shot:

This one is also significant because it's from much the same viewpoint as a "Rage 2010/2011" comparison shot that's available on the web, for example here: http://img40.imageshack.us/img40/3333/idasbest.jpg.
This should hopefully make it clear that the so-called 2011 shot is actually not representative of what the game really looks like, and illustrate the fact that there appears to be a slightly (to my mind) malicious attitude towards the game in certain quarters, with almost deliberate attempts to make it look worse than it actually is.
It's worth clicking on my shot above for the full-sized version; you can clearly see that it's crisp and detailed; the "Loft Finder" sign is fully visible, as are the "Speed Limit 25", "Aero Force Outlet" and "Rug Outlet" signs. And yes, this is the PC version.
And just to show that the true detail of the game is not a result of turning off the bloom, here it is with glare enabled.

Saturday, October 22, 2011
Rage Without Glare
Posted by
mhquake
at
3:08 AM
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5 comments:
why do you keep deleting comments?
Actually looks much better. But other areas where bloom is not as overused might suffer?
Still looking forward to the next patch to see what difference the upsample and detail textures can do.
http://www.vg247.com/2011/10/15/carmack-says-patch-coming-to-fix-rage%E2%80%99s-blurry-textures/
"why do you keep deleting comments?"
I don't delete comments; it's the blog software's spam filter.
Actually looks much better. But other areas where bloom is not as overused might suffer?
To some degree. The game does tend to look very 'flat' without any color grading and bloom in many areas. Despite the fact that the color grading destroys true blacks and seems to amplify the compression artifacts in dark areas, it does liven the game's visual personality up quite a bit. Without it, the game feels a bit too dry.
It'd be nice if bloom and color grading weren't wrapped up in the same cvar, but you either get both or you get neither: there's no room for picking and choosing. Hopefully the editor will have enough flexibility to allow for a 'color grading overhaul'-type mod to be made.
Mh, sorry if this is unrelated, but what's the procedure to get replacement textures into DirectQ?
I saw you replied to this question in a quakeone thread, but that link seems dead.
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