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Promit
searching PlanetScale…
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by
Promit
9y ago
My response here is mostly that many of the visual choices made in the games I'm criticizing were made completely independently of the game design team. This is far from ideal but it's a consequence of how the production pipeline
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Promit
9y ago
You don't want to encode brightness perceptually until you're showing it to the user. You need a linear space to actually do lighting calculations, which means physical luminance values. Within that space, you can use whatever sca
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by
Promit
9y ago
The Switch is perfectly capable of both deferred shading and HDR, which are themselves independent unrelated techniques. You can make an argument about whether or not those are the best implementation trade-offs for that hardware, taking pe
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by
Promit
9y ago
I liked this enough to merit an addition to the write-up. It's not perfect but I'm seeing some great GTA 5 shots that are very nicely balanced overall. Doubly interesting given the substantial age of the game.
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by
Promit
9y ago
This was certainly not meant to be a crucial piece of information, but sure, let's get into it. Much of the post comes from a general assumption that the goal of computer graphics is primarily to replicate how a camera sees the world a