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Motion blur is a HORRIBLE idea when it has anything to do with player-controlled movement. Panning in a cutscene? Fine. Blurring my vision when I'm moving the mouse? BIG NO.
You don't lose dynamic range. The output is going to be LDR either way.For example, if you are in a dark cave in Skyrim or something, you can only see whats inside the cave (the outside world is bright and blown out). Thusly, less of the environment is visibly exposed at one time (and you have less dynamic range). Less stops of light visibly exposed at once = a low dynamic range.
You don't lose dynamic range. The output is going to be LDR either way.
The idea behind HDR is to tone map the scene such that what's integral to the player is clearly visible by emulating eye adaptation. Given constant exposure, you can't adequately see detail in very dark areas, and excessively bright areas become too washed out by bloom. Given dynamic tone mapping, the dark details of the cave become more visisble without negatively impacting the darkest sections of the scene. A good HDR implementation actually has genuine technical benefits: merely passing things through a floating-point HDR rendering pipeline gives you greater blending accuracy. It's akin to using high bit depths like 32-bit float or 64-bit int for audio processing: full dynamic range will eventually be clamped, but the internal processes are done with greater precision and with less loss.
A lot of people get turned off by HDR because HDR is rarely done well. Scenes need to be properly sampled to get the best exposure for what the player is probably wanting to look at (non-trivial); the eye adaptation rate needs to not be too fast nor too slow; bloom needs to be not over-applied. Most games get none of these within the right parameters to make HDR work well.
You don't lose dynamic range. The output is going to be LDR either way.
Yeah, I understand there's a limit to the color and contrast range of our monitors. But when I say HDR in video games I'm talking about the artificial lighting adjustments being rendered in the game. If a game crushes the detail out of dark areas and blows out the details in bright areas, you've just lowered the range of visible details within the scene. You've just L'ed that DR, yo.
Any kind of drunk/drugged/inebriated only one I can think of off the top of my head is the tranquilizer effect from Perfect Dark on N64.
If you use more of an HDR photo algorithm, sure. The term isn't misapplied, though: it's high dynamic range rendering as opposed to low dynamic range rendering. The processing is done in an HDR space; the final output is LDR. If anything, the term "HDR" is misused to describe what people refer to as HDR photography. A better term would be "multi-exposure blending photography".Seriously though, I'm sure there's some truth to whatever you just said. But isn't it possible to have the dark cave scene perfectly exposed (I use "exposed" as a photography term) and still be able to look outside the cave and see everything perfectly exposed as well?
Any kind of drunk/drugged/inebriated only one I can think of off the top of my head is the tranquilizer effect from Perfect Dark on N64.
Adding grain is as annoying in games as it is in movies, same with other 'artistic' features such as grey-scaling or altering the colors. I like my images crisp with true to life color that will make the IPS panel shine. Not using the entire screen... for example in bioshock/bioshock 2 when you have the big daddy mask on a 'feature' of that is you get to see through a glass mask which obscures the corners of the picture. blah
Other then that, the '30FPS is good enough' console crowd and games fixed at 30 FPS.
A lot of film grain isn't added to movies. The film used to shoot movies has grain. Film grain.
Bloom. Stop trying to fucking blind me.
Computer monitors are often limited in how black that blacks can become, and how white whites can become. In addition, they are often only 8-bits, so you only have 256 brightnesses. (10-bit gives you 1024 brightness levels, but that's not often done for 3D games). Trying to compress your entire's video game world into only those ranges, may benefit online FPS gameplay because you see everything better, but it ain't "photorealistic".How does turning HDR off compress the dynamic range?
Which comes to "good HDR" versus "bad HDR". You need to emulate a high-quality camera, not a low-quality camera.Since we look at video games through a screen, they look more "realistic" when they emulate other media we consume through a screen (TV and film). This is why HDR in video games is often exaggerated, as it's meant to emulate auto exposure setting on a low-latitude video camera.