16 thoughts on “Photography vs Videogames”

  1. Are people trying to play with HDR on non-HDR displays or just ‘HDR ready’ displays or something?

    HDR looks a ton better if you have a decent HDR panel.

  2. i mean theyre kind of the same thing… its high dinamic range, displays struggle at the top end whereas photography struggles with large overall contrasts… in pghotography it takes the whole rage of the image and compresses it effeticly into what would be considered normal. on a display hrd is compensating for the lack of the top end on the display and ramping out the peak brightness cos real life is bright

  3. The pic is 100% right while being hilariously wrong.

    The point of HDR camera is to take a HDR input and map it to SDR image as well as possible.

    The point of HDR rendering is to take SDR textures and lights and yet produce a as-HDR-as-possible output (ideally on a HDR monitor).

    So… yes…. they’re opposites of each other, as the image shows, and that’s intended. I mean sure, using a very non-descriptive phrase “high dynamic range” — which can apply to so many different concepts (range of *what*) — was not the best idea ever, but come on…

  4. That isn’t HDR, it’s adaptive exposure. it’s actually forcing a lower dynamic range to simulate a real life experience. I don’t think i’ve ever seen a game call adaptive exposure ‘hdr’.

  5. HDR has never looked like this for me in any of the games I’ve played. It almost always looks fantastic.

  6. Is that because HDR on camera is for *capturing* high dynamic range and HDR on your monitor is for *reproducing* high dynamic range.

  7. I understand that the post is a joke, but it definitely highlights how little people know about what HDR is, even though it’s become such a big deal these days.

    HDR stands for High Dynamic Range, we’re talking about the amount of light / colour being processed by your equipment / software.
    In photography you have limited range due to the physical nature of the lens, using HDR techniques allows you to capture light beyond those limits, producing images that cover much wider ranges of light, they can look somewhat surreal, or natural depending on how you handle the extra data, this is called Tonemapping.

    In games we have the same limitations with screen colours, usually 256 possible brightness values for each of your primary colour LEDs, this means that the in game images and lighting used to be handled within that range, meaning we could pretty much see all brightnesses that are in the scene at any time, highly unrealistic.
    HDR in this case isn’t just used at a post processing level, the whole graphics pipeline has been upgraded to cover the extra data, HDR capable lights bake lighting in to HDR capable images that store more than a normal image does, this is then used by effects like Bloom to handle brightness settings in a much more realistic way, we’re no longer looking at light as a set of limited range colours, instead we can use real world values of light so outdoor areas are super bright compared to indoor areas.
    Effects like Tonemapping (yes same as photography) are then used to reproduce the limitations of camera hardware, making the results much more real, and less surreal like they would normally look without any of this.

    HDR screens are another thing that uses the same principles, except we’ve increased the physical limit range of the previously mentioned LEDs, so we can throttle the colours down less using the tonemapping.

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