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Best way to get average color/brightness values for the current frame?

I'm trying to get a color value which is representative of the color and/or brightness value of the current frame.

I tried pulling the colors of sample pixels from the OS and averaging them using FPlatformMisc::GetScreenPixelColor, but it was extremely slow. Sampling just 100 pixels caused significant hitch of around half a second.

I tried a 2DSceneCapture actor rendering to a very low-res texture, but the results weren't consistent and a this is a VR application I almost certainly can't afford rendering the scene again.

I was thinking that the data for brightness might be available from the AutoExposure post process, but I dug into that and nothing seemed especially applicable - the AutoExposure values tend to hit thresholds and then change dramatically, which makes them unsuitable for this.

I tried the same thing via FViewport::ReadPixelsPtr, but apparently the Viewport is only valid while it's being drawn to, which means I'd need a custom UGameViewportClient to spit out the data as it draws. This is... doable, but I wanted to know if anyone knew of any better options before I take that drastic a step.

Is there a better way of going about doing this? In the "future features" part of the recent 4.11 preview, a "pixel picker" to query the renderer about pixels on demand was mentioned, but it sounded like it was a long ways off.


Product Version: UE 4.10
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asked Mar 26 '16 at 08:33 PM in C++ Programming

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avatar image aspartamed Jun 28 '17 at 01:14 PM

Did you ever come up with a good solution?

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