I'm struggeling with environment maps in dark environments and want to know if there might be some tricks to reduce its artifacts.
The issue is, that in dark environments surfaces will not receive any standard diffuse/specular light, only the light source indepedent environment map will light them up, making it clearly visible, especially in HDR rendering (low key value). Using proper light probes will limit the effect, but my game is often very dark and very dynamic when it comes down to light sources and level topology.
This effect can be observed in other games too, e.g. L4D2 where certain guns uses env-maps in dark areas.
Any ideas ?