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wow! cool...didnt knowbasically
its like 2 things.
1 example- when your focused on a object in real life, say a soda can, the background behind it is blurred, or when you focus on the background, the soda can is kinda blurred.
2nd example- when you look at a object that has a very bright lightsource behind it it the object you look at is darkened and can make it look smaller due to the light.
no games really use HDR yet. HDR just makes a game all the more realistic
x84D80Yx said:basically
its like 2 things.
1 example- when your focused on a object in real life, say a soda can, the background behind it is blurred, or when you focus on the background, the soda can is kinda blurred.
2nd example- when you look at a object that has a very bright lightsource behind it it the object you look at is darkened and can make it look smaller due to the light.
no games really use HDR yet. HDR just makes a game all the more realistic
x84D80Yx said:basically
its like 2 things.
1 example- when your focused on a object in real life, say a soda can, the background behind it is blurred, or when you focus on the background, the soda can is kinda blurred.
2nd example- when you look at a object that has a very bright lightsource behind it it the object you look at is darkened and can make it look smaller due to the light.
no games really use HDR yet. HDR just makes a game all the more realistic
Source: www.unrealtechnology.com64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.
PvtRyan said:He's not completely wrong though, because according to Epic DOF does need HDR (High Dynamic Range, it's not only for lighting). I don't know why though.
Source: www.unrealtechnology.com