HDR: Difference between revisions

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(Change SDR -> LDR and note that SDR is the industry-standard term)
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Source does not have a physically accurate HDR simulation. Its camera has a far wider range than the human eye (let alone real cameras), and it also adjusts to changes in brightness far faster. Both of these are expedient to gameplay of course, especially in multiplayer.
Source does not have a physically accurate HDR simulation. Its camera has a far wider range than the human eye (let alone real cameras), and it also adjusts to changes in brightness far faster. Both of these are expedient to gameplay of course, especially in multiplayer.


In fact, Source does not even create "proper" HDR images. Instead, [https://steamcdn-a.akamaihd.net/apps/valve/2006/SIGGRAPH06_Course_HDRInValvesSourceEngine_Slides.pdf it collapses the image down to LDR early]. The average user would be hard pressed to tell the difference, however, and the benefits include support for all DX9 GPUs, MSAA compatibility, and excellent performance.
In fact, Source does not even create "proper" HDR images. Instead, [https://steamcdn-a.akamaihd.net/apps/valve/2006/SIGGRAPH06_Course_HDRInValvesSourceEngine_Slides.pdf it collapses the image down to LDR early], like many other games in the 2000s/early 2010s, this is hardware limitations at the time and proper HDR is only later introduced in mid-2010s with a supported graphics card and displays. The average user would be hard pressed to tell the difference, however, and the benefits include support for all DX9 GPUs, MSAA compatibility, and excellent performance.


== See Also ==
== See Also ==

Revision as of 04:12, 7 April 2023

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An overexposed image from Half-Life 2: Lost Coast Half-Life 2: Lost Coast

HDR (High Dynamic Range) rendering simulates brightness above that which a computer monitor is actually capable of displaying, before downconverting to LDR (Low Dynamic Range, in industry-standard terms this is called SDR or "Standard Dynamic Range") video. This mainly involves "blooming" colours above 100% brightness into neighbouring areas, and adjusting a virtual camera aperture to compensate for any over-exposure that results.

Beside the obvious effects of this (see right), HDR gives richer colours and finer gradients: since bright and dark areas are pushed into white and black, correctly-exposed areas are drawn with a far wider range of values.

In Source

Source does not have a physically accurate HDR simulation. Its camera has a far wider range than the human eye (let alone real cameras), and it also adjusts to changes in brightness far faster. Both of these are expedient to gameplay of course, especially in multiplayer.

In fact, Source does not even create "proper" HDR images. Instead, it collapses the image down to LDR early, like many other games in the 2000s/early 2010s, this is hardware limitations at the time and proper HDR is only later introduced in mid-2010s with a supported graphics card and displays. The average user would be hard pressed to tell the difference, however, and the benefits include support for all DX9 GPUs, MSAA compatibility, and excellent performance.

See Also

External Links