- the article explains how exposure used to work in Unreal Engine 4.24
- what problems the behavior caused and how the new implementation solves these problems
- looking at grey-point targeting, physical exposure units, lens values, and perceptual brightness
- additionally provides an overview of the debug modes available

- the article shows how the milky way rendering from the Witcher 3 - Blood & Wine DLC was implemented
- including a brief look at the star rendering
