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A simple thing I thought about : the notion of tonemapping is not new in video game and games have been using "tonemapping" for a pretty long time. In big AAA games most of the time you an be sure the…
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When launching gamescope using _--hdr-itm-enable_, there doesn't seem to be any changes made for SDR content being played on HDR screens, with respect to Inverse Tonemapping.
Investigating a bit, t…
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### Expected behavior of the wanted feature
As the title suggests.
The typical use case is for subtitles with hdr videos. A subtitle with low-and-fixed brightness is good for uesrs' eyes...
###…
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- [x] Custom shapes (which influence which points are considered) (Implemented in 2.2.0)
- [ ] Colored shapes (so they influence the color blended)
- [ ] Add an indication for the time to render (fr…
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Currently MagPie can not be used with HDR enabled content.
I suppose that this is due to a lack of support from WinRT and GDI so it would be awesome to add the support of HDR to one of those.
Cyber…
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### Godot version
v4.0.alpha6.official [e4f0fc50f]
### System information
any hardware, any backend
### Issue description
### Issue:
With HDR lighting values with intensity over 1, 3D antialiasi…
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#### Concept
* Aim for to one ray-pixel budget. In theory 2rpp is may work for low-poly game.
* Micro-probes or surfels or hybrid
* Assume that game-level is static for now (special case for Move…
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Not an issue, but a question.
From [#751](https://github.com/ValveSoftware/gamescope/pull/751), what I'm understanding is that the following ITM-related arguments exist for a nested gamescope sessi…
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Can be handled separately for headset and window
Window
- Enable `VK_EXT_swapchain_colorspace`
- Add `t.graphics.colorspace` (or `t.graphics.hdr`?) to set it, but probably also need a way to qu…
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Suppose there exists HDR content either as a ITU-R BT.2100 video or ISO 22028-5 image. It has:
* Rec2020 primaries
* HLG or PQ transfer function
* Optional metadata specifying
* Content color vo…