Jawed
Legend
Apparently not, as that obviates AA on NVidia cards.Bjorn said:What i would like to know is, is FP blending used at all with this technique ?
Jawed
Apparently not, as that obviates AA on NVidia cards.Bjorn said:What i would like to know is, is FP blending used at all with this technique ?
It is most similar to the second method they tried, using two different versions of each MRT map and render target, but doesn't store overbright information for every texture.
Are they referring to NV4x and G70 cards only? I was under the impression that the NV3x series doesn't support MRTs or FP render targets in D3D...On NVIDIA cards, it stores these values as 16-bit floating point data (what is known as a "linear color space," as opposed to separate RGB values)...
This proves that they have absolutely no idea what they are talking about...MRT (Multiple Render to Texture)...
..."linear color space," as opposed to separate RGB values...
Hyp-X said:This proves that they have absolutely no idea what they are talking about
Laa-Yosh said:Ugh, the results with the overbright sky and clouds and even buildings look pretty ugly to me. I hope it can be tweaked or at least turned off...
trinibwoy said:Mind explaining why - for those of us even more clueless than they are?
Luminescent said:Maybe that's a result of HL2's excellent artstyle rather than its rendering engine technology.
Well, it sounds like they're rendering to targets of different formats, so it seems likely that multiple passes are used for the HDR effect, as opposed to MRT, which, if I remember correctly, requires all targets to be of the same format.Hyp-X said:1.
MRT stands for "Multiple render target".
A render target is something you can render to, it can be a back buffer, an offscreen buffer or a texture.
MRT means that multiple render targets can be written in the same rendering pass.
So the term "multiple render to texture" is strange and is probably a misinterpretation of the journalist.
Also note that currently available cards do not support anti-aliased render targets in MRT rendering.
Chalnoth said:2. I really don't buy that Valve can have possibly gotten this to work without serious limitations. I don't know what those limitations will be yet, but I'm sure they will be there.
Hyp-X said:Also note that currently available cards do not support anti-aliased render targets in MRT rendering.
Chalnoth said:1. It's a lot of work to get HDR to work with integer buffers, so I don't expect most game developers to do it. HDR with FP buffers that support blending, on the other hand, just require you render as normal and add an appropriate tonemapping pass.
Well, except that tonemapping won't affect anything else in rendering. Using some tricks for HDR, for instance, may prevent the developer from using others. For example, if the developer uses MRT for HDR, then they may not be able to use MRT for deferred shading.Humus said:I would say that the tonemapping is the trickiest part in HDR.
You mean shading? I don't think it should be called deferred rendering as this has nothing to do with TBDR.Humus said:Well, deferred rendering isn't widely used anyway.
Hyp-X said:Well it looks like they are rendering normally once, and then render to a high precision target again.