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Post effects by map family

The map chooses its authored vision preset; weapon family does not choose the screen grade. Explicit script visions and transitions override the map preset.

Map family Presented profile Remaining native effects
IW4 Authored film contrast, brightness, desaturation, tints and glow Extra glow/sky-bleed file controls need PC verification
IW5 Map/common vision film and glow through the shared film profile Hero saturation and extra glow controls need verification
T5 Shared script blur/DoF; native film and bloom are not selected Three-band film, bloom curves, persistence and streaks
T6 Three-band film, bloom levels/gamma/tints, two-scale blur and highlight compression HQ bloom, LUT volumes, SSAO and special camera filters

T6 bloom preserves authored RGB and luminance channels independently. Bloom levels are filtered at quarter, eighth and sixteenth resolution, then composed in linear color before highlight compression and film grading. Scene exposure already supplies the display normalization. Bloom intermediates use floating point textures to preserve values above one.

T6 map presets override common presets with the same name. Disabled film retains bloom; a malformed preset retains its parse error. Missing controls are not replaced with a generic contrast boost. Native presets transition their film, bloom and highlight compression together. User bloom settings apply unless a script forces the effect; explicit script disable clears bloom or film grading.

Screen blur, DoF and saved-screen feedback are triggered by gameplay and script state. They are not an always-on softening filter. Film here means color grading; there is no automatic grain layer. HUD draws after scene post processing.

See GSC post effects for script commands and dvars.