ChrisRay said:I think he is referring to the drop from normal rendering to HDR on the 7800GTX.
Ah! Not what I meant. I came to praise GTX, not bury it. :smile:
ChrisRay said:I think he is referring to the drop from normal rendering to HDR on the 7800GTX.
Humus said:What's that supposed to mean?
Jawed said:Sigh, lens flare, all over again.
Jawed said:Not to mention that the overbright blow-out is exaggerated. Just because digital cameras are shit at capturing dynamic range, it doesn't mean that games have to simulate the same technical problem.
Jawed said:HL-2 HDR looks as arse as FC HDR, to me. When will devs realise that if you manipulate tone mapping in RGB space you alter the saturation of colours. If looks fugly and ridiculous.
Not to mention that the overbright blow-out is exaggerated. Just because digital cameras are shit at capturing dynamic range, it doesn't mean that games have to simulate the same technical problem.
Sigh, lens flare, all over again.
Jawed
Jawed said:HL-2 HDR looks as arse as FC HDR, to me. When will devs realise that if you manipulate tone mapping in RGB space you alter the saturation of colours. If looks fugly and ridiculous.
Not to mention that the overbright blow-out is exaggerated. Just because digital cameras are shit at capturing dynamic range, it doesn't mean that games have to simulate the same technical problem.
Sigh, lens flare, all over again.
Jawed
Pozer said:Well put. Call me crazy but i think the non-HDR screenshots look better/more realistic. Very few instances does the human eye percieve HDR type affect except on reflective surfaces like a tin wall but not a clay wall! I dont understand why the emphasis of this feature lately.
Negative film captures 11-14 stops, normally.DemoCoder said:Both modern digicams and film cams capture about 7 stops (128:1 range) The issue is, their modeling of the eye's reaction is way over exaggerated. I am certainly NOT blinded by momentarily walking through a dark alley and then into a bright street.
DemoCoder said:Re: ubiquity of lightprobes
If future game engines include real world lighting (i.e. image based lighting, e.g. HDR lightprobes ala Debevec), you will see alot of FP16 source artwork, since to make effective use of probes, you must take alot of them.
Jawed said:Negative film captures 11-14 stops, normally.
There is no reason to expect a 1:1 correspondence between real-world dynamic range and a representation of the real world.
I agree, but am not surprised. Just think back to initial tech releases of the past: color TV - extreme saturation, stereo - extreme channel separation, DVD - extreme dynamic range.DemoCoder said:The issue is, their modeling of the eye's reaction is way over exaggerated. I am certainly NOT blinded by momentarily walking through a dark alley and then into a bright street.
..Crank up the bass on and treble.DemoCoder said:You see it today. Walk into any TV store and look at the PDP, LCD, and DLP TVs being sold. All of them are *mega oversaturated*. Like high volume levels in audio, vendors have learned one sure fire way of getting eyeballs and attention in store demos is to crank up saturation through the roof so your display makes those next to it look plain and desaturated.
In fact, my Samsung DLP has a feature called DNIe which tries to dynamically maximize saturation per frame. Have fun convincing people that properly calibrated displays are "correct" and better.
Have fun convincing people that properly calibrated stereos are "correct" and better.
Density range has nothing to do with dynamic range. The two are independent. Slide films such as Velvia have a density range of around 4.0 yet represent a dynamic range of around 4-5 stops.DemoCoder said:No, B&W negative film captures "11" stops (also a misnomer. It captures about 7 stops with linear exposure response, the other 4 stops are "crushed" and taper off quickly). *Good* Color negative film (as opposed to slide film) has a density of about 2.8 which is about 8-9 stops.
Graham said:What I've been experimenting with recently is not HDR blooming (although I did this earlier), but more what happens in low light.
Currently, I'm doing some slight blue-tinting, but also blurring the image and adding more and more noise. It's surprising actually. I wouldn't say it looks human-eye real, but definitly looks more 'dark'. Unfortunatly, A screenshot can't really show it.
Jawed said:Density range has nothing to do with dynamic range. The two are independent. Slide films such as Velvia have a density range of around 4.0 yet represent a dynamic range of around 4-5 stops.