Not really! It amazes me how quickly people claim HDR. HDR is rendered in the standard limited RGB range in screenshots. You have no way of knowing from the frontbuffer whether it was rendered in the backbuffer that way, pixel for pixel, or if the backbuffer intensity was scaled and processed to make the frontbuffer. eg. A photorealistic raytrace of a car in a garage (low dynamic range) versus a photograph of the same displayed on a monitor - the range of optical intensities will be similar, even though the photograph resolves data from a source with a huge dynamic range versus the CG effort.
Got it
Video can show tone mapping variations in effect which is the principle giveaway. Aliasing along bright edges in an antialiased game is also a giveaway. I guess if you have a few comparable screenshots showing tone-mapping with brightness variations, that's a clue. HDR does help with realistic lighting, making it easier to achieve a convincing look instead of needing to resort to tricks, but you can't look at a game with good lighting and assume it uses HDR. Bloom and such can be comfortable faked in LDR.
Interesting! Thus it would be interesting to Granmaster and Mazingerdude to put an accent on this because the affirmation for this game (sand some other) seems pretty free they should give more informations about how they come to this conclusion.
Back to Bionic commando, I've just noticed (I still have not download the demo) that none of the version use anti aliasing, that's bad for "non HD" (I hate this expression...) game.
Actually I'm happy with my question (as if someone will care
) as it forced me to search information about things I heard about quickly and quiet a while ago.
So I think I have properly understand the benefits of Nao32 (actually it looks like some came to the same conclusion as him).
The precision for luminance is greater and the log function seem more of a match for the way are eye percieves variations in light intensity. The only CON is that transparent objet must be render "normaly"
All of this bring me to my next questions...
Isn't the RGB standard dumb (for video games at least) ? I mean 8bits for alpha/transparencies that sounds like a lot. FP10 as implemented in xenos goes with 2bits and Sebbi hints that 1bit can fit the bill.
And would it be possible to implement on the 360 a Nao32 like hdr rendering that would support alphablending? Think something like this:
Luminance 14/15 bits, U 8bits, V8bits, alpha 1/2 bits