Auto Exposure has been introduced in version 0.39, and controls how bright or dark the final image appears by simulating how a real camera or the human eye adapts to changing lighting conditions. In a physically based lighting system, where light intensities use real world values, exposure is essential to keep scenes visible and balanced across a wide range of conditions.
Real world lighting spans an extreme range of intensities, from less than 1 lux at night to over 100 000 lux in direct sunlight. A fixed exposure cannot cover this full range. Auto Exposure adjusts scene brightness in real time, allowing both dark and bright environments to be viewed consistently without modifying individual lights.
Without exposure control:
Tone mapping and output encoding handle the final display range, but exposure decides which part of the scene brightness range is visible before that final step.
Exposure itself is a fundamental part of physically based rendering and lighting. Automatic adaptation can be disabled, but the image still needs an exposure value.
When Auto Exposure is disabled, the game uses a fixed manual EV100 value instead. This is useful for reference work, screenshots, sensors, and photo mode, but a fixed exposure only works for a narrow set of lighting conditions.
Using a fixed exposure for general gameplay would result in:
For this reason, even when using manual exposure, you are selecting a fixed point within the same exposure system, not removing exposure from the pipeline.
The system evaluates scene luminance and adjusts exposure using EV100 (ISO 100), aligning with real world camera behavior.
It includes:
The World Editor toolbar and Photo Mode expose the most important controls: Auto Exposure on/off and Manual EV. Manual EV is clamped to a wide range so it can cover night scenes, daylight, screenshots, and special camera views.
Auto exposure is also reset after large scene changes, such as loading transitions or significant time-of-day changes, so the image can settle quickly to the new lighting condition.
Target luminance defines what the system considers “correct” brightness.
This does not change the physical intensity of lights, it only affects how the final image is exposed. It is useful for artistic direction while keeping physically correct lighting values.
Target luminance is calculated depending on sun visibility.
Local exposure improves readability in high contrast scenes, such as tunnel exits, bright skies over dark foregrounds, or interiors with sunlit openings.
Instead of applying only one exposure value to the whole frame, the current pipeline uses scene luminance data to adapt highlights and shadows locally. This helps preserve detail without asking artists to lower sun intensity, brighten interiors with fake lights, or clamp physically correct values.
Local exposure works together with global exposure and tone mapping. It should not be treated as a lighting authoring tool, but as part of the display pipeline that makes physically based lighting usable across extreme conditions.
Manual mode disables automatic adaptation and uses a fixed exposure (EV100).
This is especially useful for:
However, it is not suitable for general use, as it cannot adapt to changing conditions.
Auto Exposure directly affects how all content is perceived:
Very bright emissives are also affected by EV compression at night, which helps prevent extreme emissive values from blowing out under high night exposure. See Tone Mapping and HDR for more detail.
Because of this, content should never be authored or evaluated under a single fixed condition. Always consider how exposure responds dynamically.
You can control auto exposure and manual exposure directly from World Editor toolbar
Auto Exposure is not a workaround, it is a core component of the rendering pipeline. When used correctly, it ensures that physically based lighting, materials, and environments remain consistent and believable under all conditions.
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