I work for gamedev and routinely have to de-saturate grass a bit and greens in general to look ok. Have been doing it for decades, sRGB or crazy wide gamut target color space is.
And only in Blender it never looks wrong . I really have to go something pure spectral to see something over-saturated.
I understand AgX or Filmic is a big part of it but even with Standard greens never looks so acid as in typical game engine.
I think there is something extra. I switch to standard and see very minor difference while in our game with ACES tone mapping on it’s super over-saturated and over-contrast.
Pretty much same as in Substance Designer preview pane. Aces mode makes it crazy contrast with weird color shift.
Looks like Sun light source while it’s in 1000 extra intensity sort of washing out colors ( which is right IMO) vs regular random game where brighter the sun is more crazy vivid colors are.
Well, Standard sRGB transform is supposed to be different than ACES workflow, but radioactive colors should be a very visible problem with standard sRGB transform in Blender as well. I think this is all about color transforms, so you probably cannot do much if the game uses some specific way of dealing with this, that’s what you are going to get. I guess - I have no idea, what we are talking about specifically.
It’s nice to hear people appreciating the effect. There is a whole bunch of people not getting it and complaining around. I am also really happy with the way greens look more natural in Blender. It’s a pity, this cannot always be easily transferred to other software. But some game engines support OCIO and it should be possible to use something else in games as well. It might be possible to use the same Filmic or AgX. I suppose that’s not always so easy to just change in a project, but it might be possible. It would be nice to see Filmic and AgX in computer games.
You could also use ACES in Blender to see the same as in your game engine. That might be helpful and more convenient. That’s not too difficult to set up.
I never liked ACES actually because of extra added contrast . Something to please viewers artificially my guess. They said it’s for movie environment and perhaps looks good in theaters.
You still believe it’s a real thing while in theatre but for games the edge is very thin and breakable.
I see same over-contrast in the first Filmic vs ACES screen of your link.
Yellow is already off on ACES side And while for movies it’s fine and perfectly real in a game it would already starts to cry out “cartoony”
My personal opinion is that AgX looks more natural and personally I do prefer it to what I see in ACES. But I think it still makes sense to work in a consistent way, if you make assets for something that uses ACES you should probably use ACES. That way you have some more control over the end result.
If you would be so kind, I’d very much appreciate any sort of demonstration you might be able to provide. I realize this is asking for free labour, so feel free to tell me to piss off.