Chromatic aberration seems like it's becoming a thing for this gen. I noticed even Bloodborne had a hint of it when I tried the Alpha.
Not that I mind, so long as it's subtle.
My immediate thought on seeing that was "CA" followed by "Is this UE4?".
Apparently it's an inhouse engine, and I just confused it with UE4 because of the effect.
You can disable it in the options. Same for film grain.
Kudos to the developers for letting you disable it.
*edit* That Sherlock Holmes game looks like it has some interesting environments. Thanks for sharing!
glad i'm not the only one annoyed by this.
a beautiful game [in ways], with some great lighting / vistas / skies - which are all ruined by some horribly obvious colour-banding...
I used to endlessly seek a solution for banding when I messed around with my own stuff like UDK games, until I realized it truly is impossible to solve because it is a limitation of 24-bit displays.
If you put two giant rectangles next to each other, differing by only one hex R, G, or B value, I think on my monitor you could still see the difference as a visible band. The only way to avoid that is by introducing noise or textures so you can't see the banding because of the distraction. Or, possibly, make the colors so bright that I cannot see a difference. Below 100 R / G / B values I can.
It kind of makes me want to try some crazy high-color monitor if such a thing exists some time, just to see what it would be like to have more colors than my eyes can distinguish.