LegitHyperbole said: I've played some games where the brightness peaks like abfade to white screen or an explosion/fire effect and went "whoah, too bright", I suppose mostly in the evening or night. I don't think going past 500 would be a good idea in the headset but sure I've yet to see what 250 in it looks like. |
With TV it's different since you're focused on a rectangle in a dark room. (I assume you play with low ambient light to be able to see the shadow detail).
VR fills half of your vision (110 degrees out of 220) so your eyes are better prepared to adjust. But yes, the screen suddenly fading to bright white after dark scenes (Moss is guilty of that) can hurt. It's the sudden change from being used to the dark to suddenly opening a door into full sunlight. Doesn't happen often in RL and VR games shouldn't do that too often either.
However your pupils actually adjusting to the brightness does add to the immersion. Dawn, sunset and night scenes in GT7 look very realistic, yet full day time still feels a bit off. Your eyes are still in low light mode while the screen tries to portray a bright sunny day.
Also night scenes can take advantage from higher nits. Like how fire and fireworks never look the same on tv as outside. They look a lot better already in GT7 on PSVR2, but still don't compare to watching a fireworks display outside.
But yes, there would need to be some guidelines not to go from 20 nits to full screen 1,000 nits without warning!