4 ms·
Or, you know, the developers were trying to balance far more factors than what has to happen with a movie. Multiple platforms, not only high FPS but maintainin
by gilbetron 9y ago
Or, you know, the developers were trying to balance far more factors than what has to happen with a movie. Multiple platforms, not only high FPS but maintaining that FPS with disparate scene complexity, old hardware vs new, support a variety of camera distances and fov, highlighting game elements so that objects don't blend together, handling in-game cutscenes as well as actual play, having an asset pipeline that doesn't destroy your budget, etc. Not to mention players that are random monkeys that like to try to do bizarre things within your game.
I guarantee game developers and game artists know a hell of a lot about HDR and color and lighting, and all kinds of things related to it, probably more than most people involved with movies. They just come at it from a different viewpoint - that of real-time rendering.