





As you can see, ACES produces better detail in the dark areas and it looks just as good in the bright parts and as vivid as H/B-D. Actually, the bright parts are very slightly brighter with ACES. I'm liking it also because it takes into account the brightness of each fragment in its calculations. It is not by accident that ACES is one of the default tone mappers in the Unreal 4 engine (although its implementation there is slightly more complex than this).
I would be interested to hear what you think and the best way to form an opinion is to take a look at it on your screens. I have uploaded the ships and planets modified fragment shaders here. Just copy them over to the Resources/Shaders folder and run Oolite normally.
For reference, all above images are shot using light source radiance 3.75, exposure 1.38 in the shaders and ambient light level 0.1 in planetinfo.