Can something be done for the D3D over-exposure of the bloom effect in games like God Eater ?
I mean in OpenGL that seems to be correct (a bit too much bloom, but it's by design from the devs unfortunately) :
http://i.imgur.com/VnccP9P.jpg
But in D3D it's like that bloom effect is overmultiplied and can be very painful for the eyes when doing an actual mission
http://i.imgur.com/p9Lqd2L.jpg
I found out that if you set the rendering mode to Non Buffered (speedhack) , it gets rid of the nasty bloom in D3D (that's great actually)
http://i.imgur.com/RngiRVJ.jpg
So would it be possible to have some kind of setting to only get rid of the bloom overexposure without having to change to non buffered (as i often read it's not recommended) ?
I mean in OpenGL that seems to be correct (a bit too much bloom, but it's by design from the devs unfortunately) :
http://i.imgur.com/VnccP9P.jpg
But in D3D it's like that bloom effect is overmultiplied and can be very painful for the eyes when doing an actual mission
http://i.imgur.com/p9Lqd2L.jpg
I found out that if you set the rendering mode to Non Buffered (speedhack) , it gets rid of the nasty bloom in D3D (that's great actually)
http://i.imgur.com/RngiRVJ.jpg
So would it be possible to have some kind of setting to only get rid of the bloom overexposure without having to change to non buffered (as i often read it's not recommended) ?

