Project-Realish 1.4 Devlog #7 Beta Test (Patreon)
Content
We're moving forward with a major infrastructure update in the BETA phase. This version is much more than just "color adjustment": scene lighting, surface response, and shadow perception are now based on a more technical foundation. The following systems are currently being actively tested and improved daily. Not Reshade, Not Snowymoon, Not Other MODS
✅ 1) Material Response (Light Quality) Compared to Normal Map Design
With this beta, light now refracts more "realistically" on surfaces. Normal maps don't just provide a sense of detail; they highlight light-dark transitions, the feel of metal/coating, and surface form.
Micro-details are more visible: body curves, panel lines, and sharp edges don't look "washed away."
Specular behavior is more controlled: glare is more balanced, not "plastic."
Cleaner highlight rolloff on the cabin/body: smooth transitions instead of bursts of light.
Note: This beta is still being balanced. Results may vary on some vehicles compared to normal map quality.
✅ 2) Depth Map and Shadow Quality (Depth-Aware Shadow Impression)
The goal of this version is to transform shadows from "dark spots" into a sense of volume. Thanks to the depth-based approach:
Shadow boundaries are smoother (especially when objects are in contact with the ground)
Shadow perception is more consistent in distant/near areas
Light that appears "flat" in some scenes is now more layered
This system is not about directly changing the engine's own shadow, but rather an approach that strengthens the perception of depth in the image chain. Therefore, its effect may appear different depending on the scene.
✅ 3) New Lighting Balance: Highlights / Midtones / Shadows
With the beta update:
Less overexposure in highlights
Clarer midtone details
Reduced "crush" in shadows
This provides a cleaner image in daytime scenes, while details appear more "cinematic" in late afternoon/overcast weather.
✅ 4) Sky & Atmosphere R&D (Ongoing Work)
Significant R&D is underway on the skybox/atmosphere side. This area is still the most aggressively changing part within the beta:
Atmospheric response has been improved
Work is being done on sky/ambient transitions
Unexpected results may occur in some scenes (beta nature)
Sharing Date: 05/03/2026