3 ms·
> To add to your point, the main reason for "bad HDR" in FPS games is for simulating eye adaptation... How is that different from what photographs do? > Furth
by pfranz 9y ago
> To add to your point, the main reason for "bad HDR" in FPS games is for simulating eye adaptation...
How is that different from what photographs do?
> Furthermore, game development is a race against time. You have milliseconds to render the scene and apply tone mapping.
Maybe I know just enough to be ignorant of the topic, but LUTs are just lookup tables. People working in film apply LUTs to the footage they're watching in realtime on normal PC hardware. Fragment shaders have been common in games for years. Last year I was working on a VR project (targeting 11ms per frame) and I think the post-processing took between 0.25 and 1.5ms--any more an it would have been dropped). For a desktop game having 16 or 30ms to render many fewer pixels is an eternity, comparatively. The only difference between a LUT and ICC profile (which most OSes support out of the box) is that for ICC profiles are mean to be calibrated against either an input or output--they're used everywhere in realtime.
I've never actually used ReShade, so I had to look it up. It does way more than color correcting. Depth of field, ambient occlusion, antialiasing are completely separate from tone mapping and notoriously computationally expensive (not just in video games, but in film as well). I also think since third-parties are writing them, they're not always tuned to be performant.
- zamalek 9y ago> How is that different from what photographs do? A typically developed HDR photo is a single sample following the time at which the eye has adapted. There are [hopefully] no over- or under-exposed areas. The dynamic range in HDR games is often used to simulate the entire process of eye adaptation. It's a function over time that intentionally creates over- or under-exposure some of the time.
- pfranz 9y agoI still don't see why animating the exposure explains why there's "bad HDR" in games (high contrast and over saturation)? I haven't implemented it or read any papers on the subject, but the games I've played don't look that much different than auto-exposure on camcorders in the 90's (or your phone today). For actual cameras it's more difficult because you need to guess and adjust the aperture or shutter instead of having a HDR image in a buffer and deciding how to generate a LDR image to present. Calculating the exposure (especially if you're animating it and only willing to go so far in one direction or the other), should be fairly quick.