I added HDR rendering+output, improved SDR, fixed 4k and Ultrawide support, + fixed graphics issues
HDR images and DL tinyurl.com/3wh847sf
We just went reddit tinyurl.com/49m9uuwf
I added HDR rendering+output, improved SDR, fixed 4k and Ultrawide support, + fixed graphics issues
HDR images and DL tinyurl.com/3wh847sf
We just went reddit tinyurl.com/49m9uuwf
Let's do a DF video with Luma and RenoDX and bring some light to developers that are clearly struggling with this new tech.
Let's do a DF video with Luma and RenoDX and bring some light to developers that are clearly struggling with this new tech.
Silent Hill F, AAA game, shipped w/out color grading in HDR, on top of the raised blacks that come with all UE HDR games
It doesn't look as it's supposed to in HDR, atmospehre is completely gone, devs either didn't know or care for it
Silent Hill F, AAA game, shipped w/out color grading in HDR, on top of the raised blacks that come with all UE HDR games
It doesn't look as it's supposed to in HDR, atmospehre is completely gone, devs either didn't know or care for it
SDR will eventually die, and players with either be forced to play on old tech, or play a version with broken mood.
I have easily applicable code to use SDR LUTs in the HDR grading path for Unreal, so if you need help with that, give me a call!
SDR will eventually die, and players with either be forced to play on old tech, or play a version with broken mood.
I have easily applicable code to use SDR LUTs in the HDR grading path for Unreal, so if you need help with that, give me a call!
In SDR 90% of games encode colors with the sRGB formula, instead of using gamma 2.2, which is the formula that ~all displays use to decode. This causes a contrast boost near black in SDR that ends up missing in HDR, causing raised shadow in comparison.
In SDR 90% of games encode colors with the sRGB formula, instead of using gamma 2.2, which is the formula that ~all displays use to decode. This causes a contrast boost near black in SDR that ends up missing in HDR, causing raised shadow in comparison.