Thanks for the post, much appreciate the time taken to test and provide feedback.
Regarding point 1, I have been able to reproduce the issue and there is indeed a small problem when the user tries to manually add a max brightness value which is less than the minimum expected by the game, which is 400 nits. There are two ways to resolve this:
- Let the player apply any value they set in descriptions.plist. This would be the more transparent way and probably what most players would expect to see. If you set your value at 310 nits, you expect to see that appearing in the max brightness slider.
- Respect the limits set by the game. Currently, for the maximum brightness setting those are 400 nits for low and 1000 nits for high. Settng any max brightness to a higher or lower value should be rejected by the game and ignored.
I am leaning towards the second one. The problem with the first is that it would allow any value and that could lead to a completely messed up image, because there would be nothing stopping the player from e.g. setting a paper white value higher than the manually defined maximum brightness. Error checking these edge cases can be messy. So I think that I will change it so that your 310 nits value will be ignored and the game will stick to 400 even if you add 310 in descriptions.plist.
For anyone interested, by leaving the max brightness at 400 nits you actually get the game to tone map to around 320 nits. I know, it doesn't make sense, but 400 nits is the minimum VESA standard for HDR and my own laptop can output a max of around 350 nits, so I had to test with what I actually have. That's why currently it is set so that the 400 selection will actually tone map to whatever my laptop can achieve (which, coincidentally, is what you want Simba). In the future I can probably adjust it a bit so that max brightness 400 actually outputs 400 nits and maybe add 350 nits as an extra selection.
Regarding point 2, maybe I am missing what you mean, but what you describe is expected behavior. Paper white is just a setting that tells Oolite how many nits an object with rgb color (1.0, 1.0, 1.0) emits. So if you set paper white to 140 nits, rgb (1,1,1) will emit 140 nits and if you set it to 280 nits, it will emit 280 (leaving less space until 310 or 400 or whatever for highlights. If you set paper white to be equal to your maximum brightness, then all you are achieving is a very bright SDR image). So you can consider it more or less as a generic overall brightness slider. Changing its value will dim or make on-screen colors brighter (without exceeding max brightness). The background grid you mention is expected to appear at high paper white values; it is information already present in the background image and brightening said image up just makes the grid more easily visible. I don't think there is any problem there. If I am missing something, please get back to me with some more details.