>ruins vidya games
More games should embrace AgX, which is what Blender has been using by default since 4.0.https://www.youtube.com/watch?v=YsTQEzcmD5whttps://www.youtube.com/watch?v=DxB_Z2V9FWk
>>739786153Why do games need "tonemapping"?
>>739786153>>739786494Are there any better examples?
>>739786153>He bought the collector's edition
>>739786494Great, now it's impossible to present neon lights properly because AgX desaturates everything.
>>739788340Because displays suck so you have to dumb down game content so that it fits on your shitty dim screen.
>>739786153>>739786494can someone explain in non-nigger terms? don't all lighting systems make some assumptions about brightness and dimming, do modern games all use one kind and they used to use another?
I'm not a pro or anything but tonemapping just makes everything look fake and gay, like a movie, which makes sense for a movie but not when I'm trying to be immersed as the player in first person
>>739792645>tonemapping just makes everything look fakeIt kind of does and doesn't. On the one hand, our eyes have insane dynamic range and constantly adjust to whatever we're looking at, which means you practically never see that kind of blown-out look of no or poor tonemapping in real life. On the other, the way heavy tonemapping has to desaturate and compress highlights in order to fit them within the display specifications isn't how we see things either. You want the least fake, get a good HDR display and hope the game engine has good HDR implementation.
>>739788340They don't. Nothing does.
>>739792452As I understand it, every game is using internal HDR rendering so you can have a sun that's super bright and shadows that are super dark with actually realistic luminance levels, which creates a contrast ratio that no display can actually show. So then you have to tone map those internal values to get pixel values you actually show on the screen. It's just the process. How good or bad it looks depends on how you do that process.