I'm sure we've had this discussion before...
HDR is absolutely necessary to get more realism into rendering - with realism being something that a lot of people strive for and a lot of consumers seem to want.
It's not a matter of special effects like bloom - it's simply a case of having lighting calculated with enough precision and range to produce a result that's closer to the real world (or at least be a more accurate simulation of it than is possible with a linear 8-bit approximation).
The problem comes when you've got this more accurate rendered image - how do you actually display it? We don't yet have HDR displays in consumer hands, and even when we do they don't have the same capabilities as the real world (personally I wouldn't want a TV capable of actually blinding me).
We need to take the HDR image, and compress the range of values down to something that is displayable, while at the same time using rendering tricks to convince the eye/brain that it's as bright/dark as it's supposed to be.
The first thing to do is apply "tone mapping". This is a way of mapping the range of luminance in the image, to the range this is displayable, but in such a way that as much detail (in both dark and bright areas) is preserved.
That's already a fairly hard problem, and one with continuing research. Doing it on a static image is hard enough, doing it in realtime at 60fps is more tricky. There are workable solutions, but they're not perfect, so expect to see improvements in that area as we continue to work with HDR and find better ways of displaying it on a LDR display in a pleasing fashion.
The other thing people do, is apply things like bloom - this is simply designed to be another hint to the optical system that something is "really bright".
Unfortunately right now people are being really unsubtle with these tricks. Perhaps they have to make them obvious so that people believe them when they have "HDR" as a bullet point on the box. Or maybe they're just getting carried away with their fancy shader and don't like it when they can't see it in every image.
IMO HDR is an absolutely necessary development, and bloom, while being horribly mishandled, is actually quite useful too, at least until we get more advanced display technologies. However right now people are just getting to grips with HDR and how it works, and there is a lot of "dynamic range abuse" being committed...
HDR is absolutely necessary to get more realism into rendering - with realism being something that a lot of people strive for and a lot of consumers seem to want.
It's not a matter of special effects like bloom - it's simply a case of having lighting calculated with enough precision and range to produce a result that's closer to the real world (or at least be a more accurate simulation of it than is possible with a linear 8-bit approximation).
The problem comes when you've got this more accurate rendered image - how do you actually display it? We don't yet have HDR displays in consumer hands, and even when we do they don't have the same capabilities as the real world (personally I wouldn't want a TV capable of actually blinding me).
We need to take the HDR image, and compress the range of values down to something that is displayable, while at the same time using rendering tricks to convince the eye/brain that it's as bright/dark as it's supposed to be.
The first thing to do is apply "tone mapping". This is a way of mapping the range of luminance in the image, to the range this is displayable, but in such a way that as much detail (in both dark and bright areas) is preserved.
That's already a fairly hard problem, and one with continuing research. Doing it on a static image is hard enough, doing it in realtime at 60fps is more tricky. There are workable solutions, but they're not perfect, so expect to see improvements in that area as we continue to work with HDR and find better ways of displaying it on a LDR display in a pleasing fashion.
The other thing people do, is apply things like bloom - this is simply designed to be another hint to the optical system that something is "really bright".
Unfortunately right now people are being really unsubtle with these tricks. Perhaps they have to make them obvious so that people believe them when they have "HDR" as a bullet point on the box. Or maybe they're just getting carried away with their fancy shader and don't like it when they can't see it in every image.
IMO HDR is an absolutely necessary development, and bloom, while being horribly mishandled, is actually quite useful too, at least until we get more advanced display technologies. However right now people are just getting to grips with HDR and how it works, and there is a lot of "dynamic range abuse" being committed...