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Old 11-22-04, 07:19 AM   #85
nVidi0t
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Default Re: FarCry 1.3 HDR guide, screenshots, and movies

Okay, I put some more benches up on my site. The article also includes IQ comparisons.

http://www.nvidiot.com/main/article_read.asp?id=16
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Old 11-23-04, 10:34 PM   #86
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Default Re: FarCry 1.3 HDR guide, screenshots, and movies

Quote:
Originally Posted by nVidi0t
Okay, I put some more benches up on my site. The article also includes IQ comparisons.

http://www.nvidiot.com/main/article_read.asp?id=16
Nice but I dont think anything under 40 FPS Average is playable..
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Old 11-25-04, 08:26 AM   #87
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Default Re: FarCry 1.3 OpenEXR HDR guide, screenshots, and movies

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Originally Posted by Subtestube
Dunno about that... depends on the look they go for. I personally think that HDR is an aesthetic choice as much as a technological one... and I can think of a large number of games that HDR would look horrible in. I mean, Doom 3 for a start. That game just would not work properly if it had HDR lighting. Still, I could be wrong. I guess it depends largely on how RTCW2 actually looks.
Well, HDR rendering isn't just the "bloom" effect. It's basically rendering to a higher precision framebuffer, so you can get qualicative improvements just doing that on there. But as long as you design the content to suit HDR rendering, then it will look spectacular. FarCry's content was CLEARLY not made for HDR rendering, that's why it looks a bit "off".

Sadly it has come to my attention that while the licencees of the Doom 3 engine have access to the HDR experimental code that John Carmack wrote, it's still not enough to have working in a game, HDR. So if the people who are making RTCW2 decide to use HDR, they'd need to do a slight bit of coding to get it to work.

I wish JC would have added HDR into Doom 3. However since he seems to be falling behind in the tech race, I'm not expecting much from him anymore.
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