The intention is not to start another rambling debate, nor do I think it's a feature request but while still early days concerning reloaded, I think it is perhaps time to pay some attention to the visuals, even just from a debate perspective at least.I think this will also help lee to see how the users feel about the visuals.Personally the visuals is nearly there it just needs to be finished off some how.
I have seen what lee has done with the contrast I am happy with the idea, I personally feel that it isn't enough, contrast needs background blur to soften up the sharpness a bit, it isn't visually appealing not in the least, and it doesn't work with certain ambiance moods as the post bloom doesn't compliment it actually just make the visuals worse.It is suppose to be adaptive bloom, but currently it's just a single bloom tone, the bloom does blur objects in the background but not nearly enough, it also affects the fog, don't like that effect either as you can't specifically set how thin or thick the fog should be.
You should honestly be able to set how thick or how thin the fog needs to be, with the current fog you can't really bring it too close to the camera before totally obscuring the view, perhaps a much larger fall off slider could be beneficial, meaning you can adjust where the fog start getting thicker and where it starts getting thinner.
That set I have played around with the full screen shaders, the old classic post process shaders do work in reloaded, however not all of them like the gasmask, rain, and night vision, reloaded doesn't have enough texture slots available, I also applied a blur shader as part of the test but the engine breaks the shader and you can set a realistic distance from the camera, so every thing is blurred also applied an older bloom shader which, needs to be tweaked a bit both I can already see it providing better results than the current bloom.
Any ways onto the screenshots, and some info about them.
This a grey scale shader, just did it for testing purposes.With some bloom you could have a really good scene going but alas one post shader at a time it is seems.
This is the normal bloom I loaded, needs to be tweaked a bit but does provide a fair sharper image this is where the sharp image could be offset with some blur, for a soft glow, which is impossible to get with the current set up
This I the current bloom, which I am not very fond of, it also make the scene darker, hence being suppose to be adaptive bloom but it is any but, there is some blur on object but you don't really get that sharp image with the soft glow.
This is the visuals that currently support me the best, no post bloom, much sharper visuals and the fog works better for me as well.Your also able to bring the fog in a fair bit closer.
In closing I don't understand why TGC chose to take the bloom route again when HDR is available and there to be used, TGC wants to release it on steam, visuals isn't there just yet, TGC needs to bring in some depth of field and HDR and I know the particle system is still a raw system, but I can say that the bullet impact decal doesn't feel or look right, it looks more like muzzle flash hitting the wall.
The other issue I notice now is the transparency of tree leave and fog, don't really work all to well right now.