Jawed
Legend
The starting point was that there's no need to simulate the awful 5/6 stops dynamic range of low-end digicams in the HDR effects of games, when, for a variety of reasons, the average person is already familiar with a far more temperate rendering of real-world images by prints/monitors/TV screens.
The non-linearity in the lowest and highest zones of neg film, the toes on the s-curve as it were, is a pleasing-looking compromise between the real-world and a print.
The HDR techniques in games seem to ignore decades of photography and the concept of a pleasing look. That's what gets me upset.
Martin Parr's colour is fun, but I really don't want games to take on the same aesthetic.
http://www.martinparr.com/
Jawed
The non-linearity in the lowest and highest zones of neg film, the toes on the s-curve as it were, is a pleasing-looking compromise between the real-world and a print.
The HDR techniques in games seem to ignore decades of photography and the concept of a pleasing look. That's what gets me upset.
Martin Parr's colour is fun, but I really don't want games to take on the same aesthetic.
http://www.martinparr.com/
Jawed