Branduil said:
So how is the fake HDR done? You can tell it's not real HDR since the brightness doesn't adjust based on time, but based on whether or not you're moving towards or away from the source of the brightness, which I found strange.
I'm not sure what you mean about real HDR adjusting based on time... Certainly you can use HDR (and more specifically, the mapping done between an HDR render and the final output which still generally has to be a narrow range) to emulate exposure time (like in a camera) and then adjust that exposure as you move from light to dark or vice-versa. That can be rigged to respond in a similar way to the human eye, which should give the player more of a feeling of the brightness of the scene.
However that's just one effect that HDR can be used to try to achieve - and as with most things attributed to "HDR" it can be done with a traditional render, it just involves a bit more hackery.
HDR itself doesn't produce most of the artefacts you probably associate with an HDR based engine. Most of the effects come in a post-process as you map the HDR image to something capable of being output on a normal display. It's likely we'll never get a true HDR display because it would be insanely dangerous to stare at a device capable of outputting more light than the sun. However displays with much more range than current ones are on the way, and may well reduce the amount of hacking being done in that mapping stage.
Regards the lighting effects in SotC... I think I know the one you're talking about:
If you stand in the starting location and look at the windows, the lighting coming in is blindingly bright and blooms outward from the window - nothing outside is really discernable through the glow. However if you move side to side the bloom kind of lags behind and you can see stuff outside.
I don't know for sure what they're doing - I haven't analysed it closely.
However if I had to guess, I'd suggest that they do some of the blooming by blending a blurry version of the previous frame's bright areas back on top of the current frame. Over time that will give you a smoother, larger bloom, but at the cost of motion changing the effect.
Another thing that SotC seems to do, is wildly oversaturate the lighting. Old-school texture blending works by darkening the textures according to the light influence - 0 light gives black, 255 light gives the texture colour. However the PS2 vertex-colour/texture blending isn't normalised around 255 - for a traditional lighting effect you have to divide one of your factors by two (usually the vertex colour), otherwise it actually brightens the texture. SotC seems to exploit this and allow lights to oversaturate the scene. Sometimes it looks like they overuse this a little, but it's probably necessary to get their bloom working. Essentially they're using the PS2's ability to overbrighten the render as a kind of poor-man's HDR.