To be clear, HDR on X360 is not in question as such. The question is: what's the quality like, how robust is fp10, what are the implications of a 2-bit alpha channel, what are the tradeoffs?
Yes I know this but you so unanimously proclaimed that the majority thinks PS3 games have better lighting than 360 games. And that's simply not the case
On that picture though, someone ought to keep their garage doors closed when nuclear bombs are being detonated outside
Yes I know this but you so unanimously proclaimed that the majority thinks PS3 games have better lighting than 360 games. And that's simply not the case
Hold up - I did? I said I was not alone. That often people have highlighted the lighting in PS3 stuff as a particular, relative strong point. Nothing about a majority of people as far as I can recollect. Unless we start doing statistically sound surveys and the like, I hope it's something I would not claim
Hardknock said:
That is the game simulating your pupils when you drive into bright light, I can post additional pics of more subtle HDR if you like
I was half joking, but I figured it was a "transitionary" effect i.e. I presume those garage doors just opened. Again that just highlights the problems with screenshots now, though.
Ugh. the limits of RGB space. Posterized highlights are really going ot get to me next-gen, I fear. but on topic, that doesn't show anything of use in the discussion which is how well FP10 performs with the glut of effects, such as transparency blending. FP10 smoke or illuminated fire particles would be more appropriate example