HDR: Difference between revisions

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{{lang|HDR}}
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[[Image:HL2_LostCoast_17.jpg|thumb|right|An overexposed image from {{hl2lc|4}}]]
[[File:HL2_LostCoast_17.jpg|thumb|right|An overexposed image from {{hl2lc|4}}]]


'''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 neighboring areas, and adjusting a virtual camera [[W:aperture|aperture]] to compensate for any over-exposure that results.
'''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 neighboring areas, and adjusting a virtual camera [[W:aperture|aperture]] to compensate for any over-exposure that results.
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* [[Wikipedia:High dynamic range rendering]]
* [[Wikipedia:High dynamic range rendering]]
* [[Wikipedia:Standard-dynamic-range video]]
* [[Wikipedia:Standard-dynamic-range video]]
[[Category:Source]]
[[Category:Lighting]]

Revision as of 00:31, 18 June 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 neighboring 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 colors 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).

Since Left 4 Dead engine branch Left 4 Dead engine branch and later games, HDR rendering is now required and LDR/SDR rendering has been deprecated.

HDR in Source

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 supported games, graphics card, displays, operating systems (Windows 10 and later), 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.

Todo: How does Source 2 improve HDR?

See Also

External Links