A Developer on Killzone responds to question about Ninja Theory

Excuse my ignorance on the subject... just a newbie question on HDR stuff.
What exactly is stored in an FP16 datablock? luminance? Thanks in advance.
 
Shompola said:
Excuse my ignorance on the subject... just a newbie question on HDR stuff.
What exactly is stored in an FP16 datablock? luminance? Thanks in advance.
FP16 represents each RGBA channel in 16 bit float format, using 64 bits per pixel. Traditional INT8 stores each channel in 8 bit integer format, using up 32 bits per pixel. NAO32 format (the colourspace Ninja Theory are using in Heavenly Sword) uses 32 bits per pixel in a custom representation to achieve HDR, but using the bits in a non-uniform (not an even 8 bits per channel) structure, giving more bits over to luminance which is what HDR needs. Hence NT attain FP16 like HDR using half the bandwidth.
 
Thanks for explaining it so thoroughly! Really appreciate it!
One more question if it is ok with you... Would you think a YUV representation instead of RGB would be the ideal solution to the HDR problem?
 
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