SpaceEngine

SpaceEngine

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All Visual Style Settings Explained (WIP)
By HarbingerDawn
An explanation of every visual style setting in SpaceEngine.
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Visual Style Settings (1/2)
Visual style settings menu, edited to extend the window to fit all settings without scrolling.

Sharpness
This option allows you to adjust the strength of the FidelityFX Contrast Adaptive Sharpening (CAS) filter. Higher values produce greater apparent image sharpness.

This setting has options ranging from 0 to 1, in increments of 0.01. A value of 0 means no sharpening is applied.

Brightness
This option allows you to adjust the strength of a simple post-processing brightness filter. Note that this only adjusts the output levels of the image (brighter turns black into gray, and darker turns white into gray), and does not actually make dim or bright objects more properly exposed; for that you should adjust exposure.

This setting has options ranging from 0 to 2, in increments of 0.01. A value of 1 means no brightness adjustment is applied.

Contrast
This option allows you to adjust the strength of a simple post-processing contrast filter. Higher values increase contrast, while lower values decrease contrast, with the entire image becoming a featureless gray color at 0 contrast.

This setting has options ranging from 0 to 2, in increments of 0.01. A value of 1 means no contrast adjustment is applied.

Saturation
This option allows you to adjust the strength of a simple post-processing saturation filter. As of version 0.990.39.1775, this is actually a "vibrance" filter, not a linear saturation filter, which means the amount it changes a pixel's saturation by depends on how saturated it was to begin with. Lower values mean less saturated colors (though some color is still visible even at 0 saturation), and higher values mean more saturated colors.

This setting has options ranging from 0 to 2, in increments of 0.01. A value of 1 means no saturation adjustment is applied.

Gamma
This option allows you to adjust the strength of a simple post-processing gamma filter. Gamma changes the value of each pixel in an image by an exponent - higher values mean a brighter image with less contrast, and lower values mean a darker image with more contrast.

This setting has options ranging from 0 to 2, in increments of 0.01. A value of 1 means no gamma adjustment is applied.

Illumination saturation
This option allows you to adjust how saturated the color of light emitted from incandescent light sources is (e.g. stars). Lower values mean less saturated lighting color, and higher values mean more saturated lighting color.

Enabling the Auto checkbox tells the program to present the color of sunlight in a way that's similar to how the human eye might perceive it; light with a color temperature that's close to the white point of the chosen black body color system (see next setting) will appear white, and color that's increasingly far away from white will appear increasingly saturated (so light from a brown dwarf might look very red-orange, but light from a red dwarf would only have a muted yellow-orange tint, and light from an orange dwarf would have either a very subtle tint or no noticeable color at all).

When the Auto setting is disabled, this setting has options ranging from 0 to 2, in increments of 0.01. A value of 1 means the light color has no saturation adjustment, and a value of 0 means that all sunlight (even from brown dwarfs) is pure white.

Black body colouration
This option allows you to select how blackbody (i.e. thermal) radiation - like the glow of lava or the surface of a star - of a given temperature is converted into color on screen. There are many different color systems that have been created over the years for converting real physical color into RGB pixel values for use on screens, which is a very complex thing to do. Each system maps certain physical colors to be represented by red, green, and blue, as well as a physical color to be represented by white (an RGB value of (1,1,1)), usually one of the "standard illuminants". None of the standard illuminant colors match exactly with any thermal spectrum, so they are described in terms of their "correlated color temperature" (CCT), which is the temperature of the blackbody spectrum they are most similar to (and thus, the temperature of stellar surface or lava that will appear closest to white in SE). The following color systems are selectable:
  • SDTV - SMPTE 170M standard for SDTV transmission - white point is Standard Illuminant D65, CCT 6504 K
  • HDTV (sRGB) - Rec. 709 standard for HDTV transmission, identical in this case to sRGB standard - white point is Standard Illuminant D65, CCT 6504 K
  • UHDTV - BT.2020 standard for UHDTV transmission - white point is Standard Illuminant D65, CCT 6504 K
  • CIE RGB - system specified by the CIE in 1931, using single-wavelength colors for RGB - white point is Standard Illuminant E, CCT 5455 K
  • Adobe RGB - Adobe RGB standard - white point is Standard Illuminant D65, CCT 6504 K
  • Display P3 - display-oriented version of the DCI-P3 standard - white point is Standard Illuminant D65, CCT 6504 K

Tone mapping
Tone mapping refers to how input pixel values are mapped to output pixel values in the final image. Different tone mapping functions will result in different brightness curves across the image. The following tone mapping functions are selectable:
  • Bruneton - tone mapping function by Eric Bruneton
  • Exposure - simple exponential tone mapping (classic/default SpaceEngine appearance)
  • Filmic Hejl - variant of filmic tone mapping by Jim Hejl
  • Filmic - filmic tone mapping function
  • Reinhard - Reinhard tone mapping function

Bloom
Bloom refers to light from bright pixels "bleeding" onto adjacent pixels in the image, thus allowing bright pixels to convey information about their brightness even if they are brighter than the screen can display. Bloom is an optical phenomenon that occurs in camera lenses and in the human eye.

The checkbox allows you to enable or disable the bloom effect, while the slider allows you to change the magnitude of the bloom effect, ranging from 0 (no bloom) to 1 (maximum bloom), in increments of 0.01.

Glare
Glare in this case refers to an image-based lens flare effect, where bright areas of the image produce lens flares. Because the effect is image-based, the exact color and shape of the bright area will be accurately reflected in the lens flare. The following glare styles are selectable:
  • Clean lens - default glare effect, with no lens dirt
  • Default - default glare effect, with subtle amounts of dirt on the lens
  • Doc - glare preset by Doc
  • Shiny - shiny glare preset

Glare brightness
This slider allows you to change the brightness of the glare effect, on a logarithmic scale ranging from 0.1 (dimmest) to 10 (brightest).

Diffraction spikes
Diffraction spikes are the "spiky" component of lens flares seen around very bright objects (in SpaceEngine, specifically around suns).

The checkbox allows you to enable or disable diffraction spikes, while the drop-down menu allows you to choose different visual options for them. Experiment and use the one you like best.

Diff. spikes size
This slider allows you to change the size of diffraction spikes, on a logarithmic scale ranging from 0.1 (smallest) to 10 (largest).
Visual Style Settings (2/2)
Diff. spikes brightness
This slider allows you to change the brightness of diffraction spikes, on a logarithmic scale ranging from 0.1 (dimmest) to 10 (brightest).

Lens flares
Lens flares in this case refers to lens flare "ghosts" - the visual artifacts that accompany diffraction spikes when viewing suns, and which are arranged on a line passing through the sun and the center of the screen.

The checkbox allows you to enable or disable these flares, while the drop-down menu allows you to choose different visual options for them. Experiment and use the one you like best.

Star points style
This option allows you to select how distant stars are rendered. The following options are selectable:
  • Points - shader-based method which can display a visible edge to the point's fadeout with exceptionally bright stars (will not be seen in most cases)
  • Sprites - texture-based method with worse visual quality than points, but which will display correctly for all stars, no matter how bright
  • Motion blur - uses points for most stars, except for those which are too bright to be correctly rendered with points, in which case it uses sprites; it also enables motion blur on stars based on the camera's movement (e.g. flying fast through interstellar space will show motion blur on stars)
  • Motion and rotation blur - same as motion blur, but also enables motion blur based on the camera's rotation, in addition to its movement (e.g. rotating the camera around will cause motion blur to be visible on background stars)

Planet points style
This option allows you to select how distant planets (distant enough to appear point-like) are rendered. The options are identical to those for star points (see above).

Link points scale with window resolution
Enabling this checkbox will cause all star/planet points to be scaled according to screen/window resolution, so that the ratio of point size to screen/window height is always the same, regardless of the resolution you're using. The reference resolution is a height of 1080 pixels, so if your resolution is smaller than 1080 px in height, the star points will be made smaller, and if your resolution is larger than 1080 px in height, the star points will be made larger.

(more coming soon...)
6 Comments
astroholix369 8 Mar @ 3:41pm 
Many thanks from Canada!!!
HarbingerDawn  [author] 10 May, 2020 @ 6:39am 
It has nothing to do with your screen, it's just the math behind how blackbody spectrum colors in XYZ space are converted into RGB space. Choose whichever one you like the look of, that's why it's in Visual Style and not Display.
N0B0DY 10 May, 2020 @ 1:53am 
Latest Update 0.990.40.1810 introduced slightly different names for the options of the black body coloration. In the previous version (0.990.39.1775) I used HDTV because I thought it would be most appropriate for my setup since I am playing SE on LCD TVs. But now I am confused. Which is the best option for my setup? My TVs are all set to neutral color temperature. I think (but am not 100% sure) I figured out that colour temperature increases from lowest (i.e. more warm/red tone) SDTV -> HDTV(sRGB) -> Display P3 -> Adobe RGB -> UHDTV -> CIE RGB i.e. CIE RGB is the highest (coldest/more whitish/bluish) temp/tone. Since I want to be as close to neutral tone as possible I think the best option would be something between Display P3 or Adobe RGB but I feel even these two are too warm/redish so maybe the UHDTV? But my TVs are not UHDTVs. Is there any danger I might damage them if I use UHDTV or CIE RGB?? Thanks for any input.
HarbingerDawn  [author] 6 May, 2020 @ 4:46am 
Auto/manual exposure shows objects with their actual brightness.
njvelaz22 5 May, 2020 @ 10:34pm 
I remember in previous versions of Space Engine there was a setting to make the brightness of an object more akin to what it would be realistically. Is there a setting to do so that I'm not able to figure out? I'd appreciate the help because I really liked having pluto as the dark world it really is.
Brony ponyashniy ;) 18 Mar, 2020 @ 4:26am 
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