HDR: Difference between revisions
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[[File:Source_HDR_comparison.jpg|thumb|right|Comparison between LDR, LDR with Bloom and [[HDR]] ({{code|mat_hdr_level 0/1/2}} respectively).]] | [[File:Source_HDR_comparison.jpg|thumb|right|Comparison between LDR, LDR with Bloom and [[HDR]] ({{code|mat_hdr_level 0/1/2}} respectively).]] | ||
'''High Dynamic Range''' ('''HDR''') | '''High Dynamic Range rendering''' ('''HDR''') simulates brightness above that which a computer monitor is capable of displaying, before downconverting to {{w|Standard dynamic range|Standard Dynamic Range}} (SDR, internally referred to in {{src|3.1}} and {{src2|3.1}} as '''LDR''', for '''Low Dynamic Range''') video. This mainly involves "blooming" colors above 100% brightness into neighboring areas and adjusting a virtual camera [[W:aperture|aperture]] to compensate for any over-exposure that results. | ||
Besides 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. | Besides 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 available with {{src06|3.1}} and later, and requires | HDR rendering is available with {{src06|3.1}} and later, and requires DirectX 9 (or higher) level GPU for {{win|1}} (or OpenGL 1.4 and later for {{mac|1}}/{{linux|1}}). Even through HDR was introduced in Source 2006, all or some maps in certain games such as {{css|2}}, {{hl2|2}} (both at the time were running {{src06|name}}) weren't compiled with HDR support until the engine update in 2010, upgrading it to {{src09|2}} along with changes to the maps and skybox textures to support HDR. However, as of today (both CSS and HL2 are running on {{src13|1}}), Valve forgot to compile all the maps with both LDR and HDR support in {{hl2|1}}, leaving some of the maps LDR only, and others HDR only, requiring users to enable HDR, otherwise the HDR-only map will be rendered in fullbright. | ||
Since {{l4dbranch|2}} and later games (with some exceptions), HDR rendering is now required and LDR/SDR rendering has been deprecated, with the option to disable HDR removed. | Since {{l4dbranch|2}} and later games (with some exceptions), HDR rendering is now required and LDR/SDR rendering has been deprecated, with the option to disable HDR removed. | ||
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{{src|4}} 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. | {{src|4}} 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, [https://steamcdn-a.akamaihd.net/apps/valve/2006/SIGGRAPH06_Course_HDRInValvesSourceEngine_Slides.pdf it collapses the image down to | In fact, by default, 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 SDR early], like many other games in the 2000s/early 2010s. The only Source engine game that support native HDR output is {{Apex|1}} on consoles, and it requires HDR-capable TV/monitors. | ||
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. | 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. | ||
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* In {{l4d|2}} HDR can be disabled via the Launch command ({{code|mat_hdr_level 0}}) as it is disabled in game. | * In {{l4d|2}} HDR can be disabled via the Launch command ({{code|mat_hdr_level 0}}) as it is disabled in game. | ||
== HDR in Source 2 == | |||
{{todo|How does {{src2}} improve HDR?}} | {{todo|How does {{src2}} improve HDR?}} | ||
Revision as of 06:20, 27 September 2024


High Dynamic Range rendering (HDR) simulates brightness above that which a computer monitor is capable of displaying, before downconverting to Standard Dynamic Range (SDR, internally referred to in Source and Source 2 as LDR, for Low Dynamic Range) video. This mainly involves "blooming" colors above 100% brightness into neighboring areas and adjusting a virtual camera aperture to compensate for any over-exposure that results.
Besides 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 available with Source 2006 and later, and requires DirectX 9 (or higher) level GPU for Windows (or OpenGL 1.4 and later for macOS/Linux). Even through HDR was introduced in Source 2006, all or some maps in certain games such as Counter-Strike: Source,
Half-Life 2 (both at the time were running Source 2006) weren't compiled with HDR support until the engine update in 2010, upgrading it to
Source 2009 along with changes to the maps and skybox textures to support HDR. However, as of today (both CSS and HL2 are running on Source 2013), Valve forgot to compile all the maps with both LDR and HDR support in Half-Life 2, leaving some of the maps LDR only, and others HDR only, requiring users to enable HDR, otherwise the HDR-only map will be rendered in fullbright.
Since Left 4 Dead engine branch and later games (with some exceptions), HDR rendering is now required and LDR/SDR rendering has been deprecated, with the option to disable HDR removed.


HDR 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 SDR early, like many other games in the 2000s/early 2010s. The only Source engine game that support native HDR output is Apex Legends on consoles, and it requires HDR-capable TV/monitors.
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.
Despite LDR being deprecated since Left 4 Dead, some games like
Portal 2 aswell as the original release of
Dota 2 allows users to disable HDR through console commands, however:
- In Portal 2, while you can disable HDR using console command (mat_hdr_level 0), all Portal 2 maps do not have LDR lighting compiled by default, which will cause "mat_fullbright" ('full bright' lighting) to be enabled.
- In the original release of Dota 2, the game only uses LDR lighting, and none of the maps appear to have HDR lighting data. Additionally the game does not have an option to enable HDR aside from using console command.
- In
Left 4 Dead HDR can be disabled via the Launch command (mat_hdr_level 0) as it is disabled in game.