High Dynamic Range (HDR) Technology Analysis
THG writes "CoolTechZone.com has published an analysis of Valve's High Dynamic Range, or HDR, technology that enhances graphics in video games. This new video/gaming graphics technology is expected to debut soon with Valve's Half-Life 2: Lost Coast title. According to the article, 'HDR, or High Dynamic Range, is a lighting process that's been designed to emulate in-game or artificially generated lighting to closely mirror the changes we see in the real world. In simpler terms, HDR allows you to make the objects brighter by allowing them to use the full brightness capabilities of the monitor and not just the brightness level at which they have been shot with (or rendered with) in the scene.'"
My wish list for Christmas 2005:
- Ending world hunger
- Finding a cure for AIDS
- Making objects brighter by allowing them to use the full brightness capabilities of the monitor
Only two more to go! Thanks, Slashdot, for bringing this to my attention!
In a game like NFS, replicating this realistic phenomenon is difficult and nearly impossible for the lack of the ability to specify whiteness beyond level 1, but with HDR, you can accomplish just that, which is why it's important to gamers that demand realism from their games.
So you're saying that this one goes to eleven?
> The problem I see with this is phosphor burnout.....
> running very high brightness areas on screen is going
> to seriously reduce the lifespan of crts.
So I should rather play Doom 3 than reading Slashdot on that evil white background?
Either HDR is a bunch of crap or the explanation is. I'm reminded of Nigel of Spinal Tap explaining how his amp is better because it goes to eleven.
I'm sure /.'ers know full well the effects of HDR in those rare occasions that we actually venture outside into the sun.