Update:
Hi all,
Quick update. We're working on a hotfix now that will revert the postprocessing changes and return things to how they functioned prior to today's update. This should release later today.
Some added context on how today’s change came to be. As I mentioned in my earlier post, we’re in the process of finalizing our engine upgrade to DirectX11. Completing that upgrade is going to open the door to new DX11 rendering features that will allow us to improve the graphical fidelity and performance of the game.
In preparation for that transition and as part of our overall graphics upgrade initiative, today's change enabled color grading by default, which allows our environment artists to leverage color look-up tables to create distinct moods for different environments. This will ensure that art quality across different graphics settings profiles is more consistent with our standards. However, color grading isn't the main culprit behind the issues that have been raised today—it's because of graphics features and effects like light bloom that are being forced on for all players in the revised postprocessing settings.
When we set out to make these changes, we recognized that we'd need to give players control over settings like light bloom by separating it out from postprocessing. That change didn't make it into today's build, so we're reverting the color grading and postprocessing changes and will ship them all together once that is ready.
We recognize that our players have a wide variety of hardware configurations and graphics preferences. As we continue to work on improving the game's graphical fidelity, we want to give players as much control as we can over their graphics settings, whether it's for aesthetic, performance, or accessibility reasons.
Thank you for your patience today,
Josh