HDR in the Crytekdemo, not only for Nv. (56k warning)

i think it doesn't matter whether you are calling it HDR or just bloom or whatever. Playing around with it myself i didn't find one setting which i would consider looking any good.
 
The most important use for HDR is in realistic reflections, where you'd loose contrast with only 8 bits of precision; and there are also lighting related issues, but those are easier to overcome. Bloom filters can work without HDR just as well... not to mention how oversaturated and clamped (ugly) the colors become in the Crytek engine's implementation.
 
wireframe said:
Laa-Yosh said:
Please please please, in the name of all good things, stop calling a bloom effect "HDRI"...

I agree completely. Perhaps it is not the case here, but everywhere I look I see people confusing HDR with blooming. I'm not sure why people have it in their heads that you should *always* be able to tell when HDR is in use.

Maybe they(crytek) should rename the hdr shaders to bloom shaders then.
 
Bouncing Zabaglione Bros. said:
Unless ATI using shaders to render this effect are a lot faster/efficient than Nvidia's FP blending implementation to do the same?
I'm not sure who has the more efficient hardware in this respect, but I'm sure the engine's implementation of HDR has become much more efficient since FC patch 1.3. There is an enormous potential to optimize in it...
 
tEd said:
wireframe said:
Laa-Yosh said:
Please please please, in the name of all good things, stop calling a bloom effect "HDRI"...

I agree completely. Perhaps it is not the case here, but everywhere I look I see people confusing HDR with blooming. I'm not sure why people have it in their heads that you should *always* be able to tell when HDR is in use.

Maybe they(crytek) should rename the hdr shaders to bloom shaders then.

Are you sure you did not miss the point of my post and the post I was highlighting in agreement? I did state that I am not sure if this is true HDR or not. What I wanted to make a point agreeing with is that bloom does not equate to HDR. I'm pretty sure that you can make FarCry look like it does with HDR on a Geforce 6800 in the current patch (1.3) without using HDR, but that does not make it HDR.

I just thought Laa-Yosh's point was a good one and wanted to highlight it before HDR gets hijacked to mean bloom, much like people corrupted aliasing to mean jagged lines.
 
Xmas said:
I'm not sure who has the more efficient hardware in this respect, but I'm sure the engine's implementation of HDR has become much more efficient since FC patch 1.3. There is an enormous potential to optimize in it...

It would be nice if some of the GF6x00 owners could run some benchmarks with the Ati/Crytek demo with and without HDR.
 
Running this demo on my 9800 Pro it looks to me that "HDR" is already there, by default.

People who are "turning on" HDR with various options merely seem to be vastly over-exaggerating the effects that are already in the movie.

Jawed
 
trinibwoy said:
Nvidia does lots of stuff first just to have ATI come after and do it better.
Isn't that normal? Afterall, ati were first with afr, ps1.4, shader 2, decent rotated grid msaa, etc., etc.
 
Jawed said:
Running this demo on my 9800 Pro it looks to me that "HDR" is already there, by default.

People who are "turning on" HDR with various options merely seem to be vastly over-exaggerating the effects that are already in the movie.

Jawed

Default
ll.jpg


HDR enabled
mm.jpg


Also with HDR enabled the lightning is really dynamic (turning dark/brighter) when you move your view.

It would be nice if some of the GF6x00 owners could run some benchmarks with the Ati/Crytek demo with and without HDR.

I've read that several 6800 owners couldn't enable the HDR, resulting in a blank screen. Ironic, it's the opposite as with FC 1.3 :LOL:
 
Whether it's 'real' or not the HDR effects in this demo running on an X800 look just like the HDR mode in Far Cry 1.3 running on 6800s.
 
If you look in the log.txt in the main "The Project" folder with the demo running in default (at least on a 9800 Pro), you will see

Code:
 HDR Rendering: MRT
 MRT Rendering: Disabled

Which actually implies that it's off by default.

Jawed
 
Bloom hurts my eyes... why do devs use it?! :cry:

I blame ATi's HDR demo at 9700p launch for the bloom = hdr misconception. ;)

(even when it clearly says without bloom and hdr, and then with hdr AND bloom. :p )

edit: just checked out the demo. I like how you can swing the camera around, especially when you see through the eyes of the cyborg. It's like that one time at 4:20... :p

Didn't quite expect to see easter eggs either ;)
 
Alstrong said:
Bloom hurts my eyes... why do devs use it?! :cry:

I blame ATi's HDR demo at 9700p launch for the bloom = hdr misconception. ;)

(even when it clearly says without bloom and hdr, and then with hdr AND bloom. :p )

Agrees it looks like ass, In real life that is why there is polarized sunglasses so you dont have to see that crap...
 
Sxotty said:
Agrees it looks like ass, In real life that is why there is polarized sunglasses so you dont have to see that crap...

I wonder if they work on monitors now :LOL:
 
Tim said:
Xmas said:
I'm not sure who has the more efficient hardware in this respect, but I'm sure the engine's implementation of HDR has become much more efficient since FC patch 1.3. There is an enormous potential to optimize in it...

It would be nice if some of the GF6x00 owners could run some benchmarks with the Ati/Crytek demo with and without HDR.

No luck. Everything is black except the two logos. But even if I can get it work I am not sure how compareable the results are. On a NV40 the HDR Mode is FP16 on a R420 it runs with MRT. I am change the Identifier, the PS caps and disable support for FP Texture blending and the engine switch to MRT Mode. The screen is still black but I have taken a look at the instruction stream that is used. The engine use one 512*512 FP16 rendertarget. Anything else is done with the standard RGBA 32 Bit format. But to my suprise the engine want to use blending on the FP16 rendertarget. This should not happen because as I say before I have remove the caps for this. But as long as I have no image on the screen I am not sure if the instruction stream is the same on a R420 and my NV40 with R420 caps.
 
Hey wait a second, are you telling me the demo is interactive?

How?

Coming to think of it, I didn't touch my keyboard/mouse to try it but it seemed like just a running, noninteractive demo to me... well in case theres any hints on how to do it, please share so I can try it again once I get home from work again :)
 
my only question is why no support for this in thier game ? its in this demo. Your telling me the work couldn't be ported to the game ? The were able to spend the time to put sm 3.0 , p.s 2.0b and hdr fp16 but no hdr mrt ?


SOunds very lame to me
 
jvd said:
my only question is why no support for this in thier game ? its in this demo. Your telling me the work couldn't be ported to the game ? The were able to spend the time to put sm 3.0 , p.s 2.0b and hdr fp16 but no hdr mrt ?


SOunds very lame to me

Perhaps the game patch 1.3 didn't get HDR MRT because they were working on the new version of the engine in parallel to make this demo.

But Far Cry's HDR is completely over the top. I just tried it on my 9800 Pro and it's just insane. The demo already apears to be making use of over-bright reflections off surfaces (e.g. floors), so I don't know why you'd want even more over-brightness and bloom and nasty colour clipping. Plus daylight scenes are ending up darker due to the "auto exposure" algorithm.

Jawed
 
Mendel said:
Hey wait a second, are you telling me the demo is interactive?

How?
I wouldn't say interactive but... press the space bar to pause the demo. You can then mouselook around from that fixed position, zoom in and out, show performance data etc. This is how Apple740 got that shot of the forest.
 
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