Friday Facts #320 - Color correction

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Friday Facts #320 - Color correction

Post by FactorioBot » Fri Nov 08, 2019 3:34 pm


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Re: Friday Facts #320 - Color correction

Post by Gergely » Fri Nov 08, 2019 3:38 pm

Another change we didn't know we needed. Great!

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Re: Friday Facts #320 - Color correction

Post by Candù » Fri Nov 08, 2019 3:40 pm

That test world needs more pollution, there is too much natural light reaching the ground

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Re: Friday Facts #320 - Color correction

Post by RockDeicide » Fri Nov 08, 2019 3:42 pm

The orange is burning my eyes, not a fan; I don't think one should be required to wear sunglasses to play the game.

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Re: Friday Facts #320 - Color correction

Post by TheoMarque » Fri Nov 08, 2019 3:43 pm

Very nice! I often turn off genratorig desetrs beacause I do not like "faded sands". Now i very vibrant, and I feel warm from this desert.

And one thing to correct - oil deposits on minimap - correct theese "purple" dots to something else or adjust it's tone (maybe replace it with WHITE spots?

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Re: Friday Facts #320 - Color correction

Post by posila » Fri Nov 08, 2019 3:43 pm

Thanks to posila, we can use LUTs (Look up tables) to dynamically modify the colors.
Actually, wheybags made the LUT in-game integration.

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Re: Friday Facts #320 - Color correction

Post by Amarula » Fri Nov 08, 2019 3:43 pm

The changes look fabulous! Really looking forward to seeing the light!

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Re: Friday Facts #320 - Color correction

Post by EnigmaticAussie » Fri Nov 08, 2019 3:50 pm

FYI, the graphics on the FFF are confusing, as you would normally think that the LHS is old, and the RHS is new.

But it appears to be reversed - unless my eyes are really really playing tricks on me.

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Re: Friday Facts #320 - Color correction

Post by planetmaker » Fri Nov 08, 2019 3:51 pm

Very nice. I like vibrant colours when put to good use - especially now in the dark season :)

I wonder about the change of map colours: there are some terrain differences which show in the old colours, and others which show in the new exclusively: Both colours A and B in the old mapping are mapped now to THIS brown (see indicators in attachment). All other regions' contrast is nicely enhanced (or at least not reduced).
Bildschirmfoto von »2019-11-08 16-45-33«.png
Bildschirmfoto von »2019-11-08 16-45-33«.png (223.66 KiB) Viewed 4319 times
Last edited by planetmaker on Fri Nov 08, 2019 3:52 pm, edited 1 time in total.

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Re: Friday Facts #320 - Color correction

Post by blizgerg » Fri Nov 08, 2019 3:52 pm

Beautiful.

I wonder how that'd interact with mods like NightBrightness and BlackMap

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Re: Friday Facts #320 - Color correction

Post by MrGrim » Fri Nov 08, 2019 3:54 pm

This is quite a significant change to the overall theme, and I'm not really a fan. I know I'm in the minority here. People like colorful and super saturated. It's the visual version of the smiley face equalizer curve. I'd always adored Factorio refusing to adopt it. :( It's a hard sell with the rusted and worn look of the sprites when the colors are that vibrant.

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Re: Friday Facts #320 - Color correction

Post by netmand » Fri Nov 08, 2019 3:56 pm

It was good to see the cliffs highlighted a bit more on the map as they are though to see for my old eyes.

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Re: Friday Facts #320 - Color correction

Post by AntiElite » Fri Nov 08, 2019 4:04 pm

I really do love the new brightness and saturation. I always felt like having cataract, when playing the game, but now no more! Awesome!
However i think the night should get some further tweaks. While I like the blue "shadow" I think it got a bit too strong. I have trouble to see what colors the Inserters have in the night now and this feels like missing some important information. Also I feel like night got a slightly bit too dark now. I do really like the new style though.

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Re: Friday Facts #320 - Color correction

Post by netmand » Fri Nov 08, 2019 4:06 pm

on some of those I thought it was the same as comparing the view between daylight view and night vision view. It made sense to me that goggles would flatten the colors... I don't miss the old way when it made everything green.

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Re: Friday Facts #320 - Color correction

Post by MrGrim » Fri Nov 08, 2019 4:07 pm

Regarding the LUT, does it use a shader, or does it alter the system color profile? Games tend to have a bad habit of overriding that, which is why I'm curious. I calibrate my display, and it's quite a dance to get a lot of games to obey the color profile. See https://forums.guru3d.com/threads/games ... es.387074/ for examples.

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Re: Friday Facts #320 - Color correction

Post by ownlyme » Fri Nov 08, 2019 4:07 pm

i told you when 0.17 came out...
now it seems like it lacks a bit of contrast.. maybe adjust it by pollution


edit: WTF i thought you were going to make it darker, but you are seriously going to make it even more saturated? Hell...
I've even written TWO tree mods to desaturate this freaking candyland!

You could just add a vibrance slider in the settings, but no you decided to do it the intrusive way..

1.1GB "Desaturation Mod" incoming in 3..2..1...
(probably not.. sounds like a ton of work and a nightmare to maintain..)
Last edited by ownlyme on Sun Nov 10, 2019 10:01 am, edited 8 times in total.
mods.factorio.com/user/ownlyme
My requests: uiRelative||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||Serializing function refs in global table

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Re: Friday Facts #320 - Color correction

Post by maniak1349 » Fri Nov 08, 2019 4:08 pm

Can't say that I like this new look. Way to bright and vivid for my taste. And that blue hue at night makes it even harder to see. I hope that there will be on option to have old colors back.

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Re: Friday Facts #320 - Color correction

Post by marvtobi » Fri Nov 08, 2019 4:13 pm

I agree the colors from before need work, but...
I think you went way to far with saturation and the intensity of the colors. I like the night shift to blue somewhat, but i hope we get a set of sliders for brightness, saturation and contrast ingame. It looks very poppy and bright, the old colors felt more natural and real to me. If you gave me a choice i would pick the before picture almost always. I like the tree shades tho. Do you guys work on color calibrated displays?

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Re: Friday Facts #320 - Color correction

Post by Cadde » Fri Nov 08, 2019 4:17 pm

I am NOT a fan of this change.

1) It's gotten TOO bright overall. Some things could do with some brightness but not everything.

2) Saturation and colors should be reserved for vibrant stuff. Most stuff in the world isn't supposed to be vibrant. Not everything is trying to get your attention, not everything is looking for a mate. For example, circuit boards don't need to be lime green like that. Nor vibrant red.

3) "Alien planet" means what exactly? Because to me it just means another planet with life on it that evolved under the conditions present at that planet.
What amount of star(sun)light is available? What color tone is it? Is there a reflective moon? Are there two suns?
What paths did the alien life take to evolve into it's current state?
To be frank, the game currently (before the change) looks earth like which just happens to be inhabited by giant cockroaches that learned to spit acid. (and consequently, the worm base defenses are out of place really)
I liked this familiarity, it meant i could ignore the "alien" enemies and instead enjoy the game as if it was played on earth.

Also, let's assume for a moment this really IS an alien planet in another solar system... Well, how did we get there then? By railway?
Because most of the machines in the game are "steampunky" with old fashioned railways supported by wooden ties. The whole game really speaks a "this is planet earth" language that just happens to have "biters" and "spitters" on it. Replace the current enemy with tribal people throwing feces with slings and it would be entirely indistinguishable from earth.

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Re: Friday Facts #320 - Color correction

Post by Carnivale » Fri Nov 08, 2019 4:22 pm

The new colors look great on a properly calibrated monitor.

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