Isn't adding HDR to a game trivial?

Shifty Geezer

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From the DriveClub thread where DC isn't scheduled to get an upgrade at the moment, surely adding HDR to a modern game is trivial? It's already rendering and storing HDR intensities and then tone-mapping to 24bit RGB. Can't they skip/tweak the tone-mapping and output an HDR stream instead?
 
If you are using a physically based shading pipeline and physically based values (such as light intensities), adding HDR support is not a big technical task. However, changing the tone mapping operator changes the look of the image. You need to tune camera exposures and eye adaptation, tweak color corrections, tune your bloom, god rays, tweak bright particle effects (such as lightning), etc. If you have lots of content, there might be lots of tweaking to be done in order to make the image match the artistic goals. Content tweaks are going to take the most effort in porting for HDR. But developer who spend lots of time tweaking their content for HDR are also going have a stunning looking game at HDR. Let's see how big HDR adaptation will be. Stereo 3d was a big buzzword a few years ago and only a few developers supported it. HDR is much better, but with so small amount of HDR televion sets around, not every single developer is going to spend extra money to support it.
 
If you are using a physically based shading pipeline and physically based values (such as light intensities), adding HDR support is not a big technical task. However, changing the tone mapping operator changes the look of the image. You need to tune camera exposures and eye adaptation, tweak color corrections, tune your bloom, god rays, tweak bright particle effects (such as lightning), etc. If you have lots of content, there might be lots of tweaking to be done in order to make the image match the artistic goals. Content tweaks are going to take the most effort in porting for HDR. But developer who spend lots of time tweaking their content for HDR are also going have a stunning looking game at HDR. Let's see how big HDR adaptation will be. Stereo 3d was a big buzzword a few years ago and only a few developers supported it. HDR is much better, but with so small amount of HDR televion sets around, not every single developer is going to spend extra money to support it.

Would have been nice if there were cheap 1080p HDR monitors for PC gaming.
 
Would have been nice if there were cheap 1080p HDR monitors for PC gaming.
100% agreed. Cheap 1080p HDR TV sets (close to 1000 nits) would also be welcome. Unfortunately the HDR standard was bundled in the UHD standard. UHD = 4K. UHD Premium = 4K + HDR. There is no cheap-ass 1080p UHD standard with HDR (similar to the previous HD Ready standard = 720p).
Who cares. No one will notice.
Correction: Most consumers will not notice. But somebody needs to produce that HDR content. People doing HDR content production (movies, photos, games) with professional HDR displays will certainly notice. Most professionals calibrate their displays. HDR will be a calibration hell, as the maximum brightness (nits) varies greatly between display models. I expect to see lots of problems in content production in the early days of HDR. But technology must advance. We have been limited to 8 bits per channel LDR workflows and output for too long time already.
 
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Here's a stupid question, I know a lot of 4k HDR blu-ray movies are mastered at 4000nits, what of games then? Technically you can program the dynamic range to infinite for games right as long as your display can support it?
 
What's the gamma curve for HDR10?
Thinking about this, with a true-to-life HDR display there ought to be a linear falloff and our vision will apply the natural gamma interpretation. I guess there'll need to be a midway approximation between the 2.2 used for 24 bit and 1.0 for real life?
 
If the game is already HDR, I suppose it won't take much work to get it to output to a 10 bits per channel colour buffer (and change required code to use the full 10 bits).
 
Any idea what alien isolation does (pc)? Seemed kinda odd for them to support 10-bit output 2 years ago.
 
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