Hi guys.. I did some quick searches for this on the forum/wiki, but couldn't find an appropriate "master thread"..perhaps someone could steer me towards a primer? Today I was talking to a graphics guy about HDR TVs and what it takes for games to take advantage of them fully, and it seemed that the engineer was under the…
Not sure, I'm sorry just can't remember where I read it. Anyway I think they also talked about cubemap lighting and that already supports HDR textures and should be used that way especially if targeting HDR hardware.
Thanks Tmammela, that's kind of my understanding too (as described as the "engine output" part above)... with the exception of things like skyboxes (which are unlit) and FX (which are also, often, unlit and/or additive and stacked). Do you happen to have a link to that UEforum thread?
If I remember correctly, someone in the Unreal Engine forums asked about this recently. UE dev answered that no, you don't need high bit depth textures to do HDR. The primary problem being solved has everything to do with lighting, and dynamic range between for example directly sun lit surface and a shadow. Not much to do…