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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.
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.
HDR rendering is currently available on {{src06}} and later, aswell as all GPUs that support DirectX 9 and newer for {{windows|3.1}} (or OpenGL 1.4 and later for {{mac|3.1}}/{{linux|3.1}}).
== In Source ==
== In Source ==
{{source|3.1}} 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|3.1}} 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.

Revision as of 04:21, 1 May 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.

HDR rendering is currently available on Source 2006 and later, aswell as all GPUs that support DirectX 9 and newer for Windows (or OpenGL 1.4 and later for macOS/Linux).

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, by default, 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 output is only later introduced in mid-2010s with a supported graphics card, displays and newer HDMI/DisplayPort versions. 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