skilzygw said:Can both consoles use HDR in their games?
I remember a while back reading something about it, but i've since forgotton and since you cant search for 3 letter words in this forum. I can't find anything relevant when i search.
Thanks.
skilzygw said:Sorry about that. Next Gen.
Thanks.
Do you think this will be the single greates leap for next gen consoles? Will it have the most impact on the way we perceive the improved graphics?
Thanks.
Atsim said:I think that second question was a sepparate question seeing as how as far as I know the Xbox and PS2 can do HDR, well the xbox at least in Far Cry.
Atsim said:I think that second question was a sepparate question seeing as how as far as I know the Xbox and PS2 can do HDR, well the xbox at least in Far Cry.
scooby_dooby said:The lighting in FarCry really is amazing for an XBOX game, I don't know if it's true HDR or fake HDR though...
DemoCoder said:Or, when consumers start hooking up their XB360's to their big screen TVs, they are going to notice an enormous improvement over the XBox1 due to always-on 4xMSAA, AF and higher resolution.
DemoCoder said:due to always-on 4xMSAA, AF and higher resolution.
scooby_dooby said:Did you just ignore the entire thread on the cost of AA?
Once game engines are built with predicated tiling in mind, 4xAA should be as small as a 1-3% hit. Engines that weren't built with tiling in mind can suffer from a 1-10% hit.
In comparison, 4xAA on the G70 can easily be >30% performance hit.
The reason dev's are struggling with EDRAM right now is because they didn't build in predicated tiling.
FP10 is a lower memory conuming HDR mode, to fit more into the eDRAM. Using higher quality modes like FP16 will increase the number of tiles needed.Titanio said:(Yes, I know X360's ROPs support FP16, but I feel there is a reason for the inclusion of FP10..)
Nice link that shows what HDR should be doing. However I'm concerned how practical this is given the very last line of the document...DemoCoder said:And with good tone mapping, it isn't so much getting an overexposure/underexposure, as getting the *right exposure* that preserves local contrast and elimates as much over/underexposure as possible.
See the example HDR renders in Interactive Time-Dependent Tone Mapping Using Programmable Graphics Hardware
Plate 1: A series of 512x512 HDR images that have been tone mapped on the GPU using equation 5. Underneath each image is thecompression ratio achieved by our algorithm using two adaption zone. All images were generated at nearly 30 hz.
Shifty Geezer said:FP10 is a lower memory conuming HDR mode, to fit more into the eDRAM. Using higher quality modes like FP16 will increase the number of tiles needed.