Thank you!:smile:MrWibble said:I wrote a nice long reply to this and then the board ate it... bah.
Anyway, we're probably all agreed that HDR = "High Dynamic Range", but as far as I am aware, there is no standard definition of how dynamic your range has to be to qualify. Does it have to be 16 bit? Does Nao's technique qualify? Do we need floats?
Also, there is no clear definition of which bits of the rendering need to use HDR for us to be able to say "we're using HDR". Textures? Shaders? Compositing? My monitor?
If we use a GPU manufacturers marketing department, they'd probably say "HDR throughout the whole pipeline" - which is all very nice, but probably unnecessary and not actually that helpful a definition anyway. SotC certainly doesn't do this - the PS2 would certainly struggle to implement HDR at this level, being based around decidedly non-HDR friendly hardware. And until we get new HDR monitors, all HDR solutions will need to map down to a decidedly non-HDR output format anyway.
However in the real world I feel we can be more pragmatic and assume that HDR need only be used in part of the rendering to give a significant advantage to the quality of the output. In this case, SotC certainly *is* using HDR, as it composes the final image from several other images using varied exposure levels along with a kind of tone-mapping and bloom effect. It's not used with the ease or overall ability that a modern GPU could do it, but it's still making use of a higher dynamic range of brightness to produce the image.
HDR is IMHO hyped with justification. It's a significant improvement in the way we render images and will result in far more subtle and "real" looking images, as well as opening up a host of interesting special effects and such-like. Sadly at the moment all it's being used for is over-bright lighting and blurry light-sources. Just as soon as people get bored of that, I think we'll start seeing it's potential be realised.
But you have to remember, SotC's art style is probably the best in any game for HDR.