Quick answer: Lower the Indirect Intensity / Albedo Boost back toward 1.0, reduce bounce count if light piles up, and adjust key-light intensity instead of cranking bounce.
Indirect light gives a scene life, but too much of it floods the shadows and washes everything out. Bringing indirect intensity back to a sane multiplier restores contrast and depth.
How to fix it
1. Reset indirect intensity toward 1.0
Set Indirect Intensity and any Albedo Boost back to roughly 1.0. Values well above 1 multiply every bounce and quickly flatten the scene.
2. Lower the bounce count if needed
If light still piles up, reduce the indirect bounce count; each extra bounce adds fill that, combined with high intensity, erases shadow contrast.
3. Tune key lights instead
If the scene reads dark at sane indirect, raise the direct key light or add a fill light rather than cranking global indirect, which preserves contrast.
4. Rebake and check shadow contrast
Rebake and confirm shadows are present and readable; aim for indirect that lifts shadows slightly, not one that obliterates them.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.