The story of HDR and a low-mid range system...

Megalomaniac

Newbie
Joined
Oct 21, 2004
Messages
590
Reaction score
1
Well I decide to see how badly HDR would rape my system...well guess what, with 1280-1024,textures at high, HDR at full, shaders up, shadows on, i was getting playable fram rates...26-35...now although that is low, it is very playable, now if I was really into the game I wouldn't have HDR on for the fact i would want higher from rates, but it not all its cracked up to be.
 
D€vIL² said:
forgive my newbishness, what is "6char."
Try to type in anything less than six characters when making a post. See what happens.
 
I put this here mostly for the sake of HDR is going to be applied to Half Life 2, or so i read when HDR was coming out, also because its where most people check in on the boards.
 
what was the point of this thread u still dont make a point
 
what was the point of this thread u still dont make a point

Pay attention. His point is that HDR is going to very hungry on even the better systems and hardware - but he's obviously tried it out, and is telling us that it does perform OK on mid-range systems.

What is everyone being such a bunch of dicks for? A guy writes two lines in a stupid forum and gets wanky remarks.
 
but it not all its cracked up to be.

So you're saying that if something is optimized and made to run fast (like all things should), then it's not as "graphically intensive" as something that is slow and makes your system turn into flaming hot metal shards?

VALVe optimized HDR.... They put in 4 different systems, so we've been hearing them talk about the other systems, which would have been that really really intensive, but they got the great quality and great performance benefits of the current implementation :)
 
Iced_Eagle said:
So you're saying that if something is optimized and made to run fast (like all things should), then it's not as "graphically intensive" as something that is slow and makes your system turn into flaming hot metal shards?

VALVe optimized HDR.... They put in 4 different systems, so we've been hearing them talk about the other systems, which would have been that really really intensive, but they got the great quality and great performance benefits of the current implementation :)

Pretty sure he meant the game wasn't all it cracked up to be, thus he leaves HDR on, because he doesn't mind so much if he sucks :D
 
Actually, upon close personal analysis, Valve kind of cheaped out on the HDR and effects. At least on my card, which is forced to use an SM2.b shader platform, there is no post-processing, at all, and the game also seems to use a fairly strange method of exposure calculations. Both are probably as a result of them having to write data to the regular backbuffer, where and only where they can have AA, then estimate what the luminance in the scene is and adjust the exposure appropiately, which is then used in some kind of multiplication or subtraction in the next frame.

So, it's kind of hacky, and isn't nowhere near as impressive as it could be, but ah well, it's cheap, works with AA, and gets the most noticable part of the effect in.
 
It's been known for a couple of weeks that it would only be a 10-30% hit on performance. With Lost Coast however, the high resolution textures and models will be have the largest effect on fps.
 
well i ahev alomost the exact system as he hs ie graphics card mobo mem processor but ma dod is really jumpy maybe i should just format the fuga !!!!

any suggestions other wise ?
 
I just did a fresh install, but i found it only helped with load times...You could have spyware or viruses in the background so you don't have all the memory you could...OR your card just isn't as cool as mine...

PS I use the Omega drivers
 
Cypher19 said:
Actually, upon close personal analysis, Valve kind of cheaped out on the HDR and effects. At least on my card, which is forced to use an SM2.b shader platform, there is no post-processing, at all, and the game also seems to use a fairly strange method of exposure calculations. Both are probably as a result of them having to write data to the regular backbuffer, where and only where they can have AA, then estimate what the luminance in the scene is and adjust the exposure appropiately, which is then used in some kind of multiplication or subtraction in the next frame.

So, it's kind of hacky, and isn't nowhere near as impressive as it could be, but ah well, it's cheap, works with AA, and gets the most noticable part of the effect in.
Your avatar fits you. :E

BTW, what did you just say? ;)
 
Teta_Bonita said:
Your avatar fits you. :E

BTW, what did you just say? ;)

It's just a super-quick summary of how I think HDR in HL2 works. I've been thinking about the problem myself for my renderer, and damn is it ever a tough nut to crack (mainly because I want to throw in some amount of accurate bloom, as well as still having AA)
 
Back
Top