From what ive been hearing is that 32 bit HDR will allow you to enable antialiasing at the same time while 64bit HDR wont. I could be wrong but here was my thought. How about having an option in UT3 to switch from which level of HDR lighting you wanna use from 32 to 64 incase you wanted to enable AA at same time.
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Originally posted by Kronos View PostFrom what ive been hearing is that 32 bit HDR will allow you to enable antialiasing at the same time while 64bit HDR wont. I could be wrong but here was my thought. How about having an option in UT3 to switch from which level of HDR lighting you wanna use from 32 to 64 incase you wanted to enable AA at same time.
it only seems logical that antialising would be always available, i dont think anyone is going to put down $2k+ for a machine that wont run the best game without antialising. from a logistics standpoint this doesnt make much sense either (isnt the diffrences between 32 and 64 bit just the number of colors?).
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Originally posted by Mort_Q View PostHDR?
Antialiasing at the same time as HDR?
Since I have no idea what you're typing about, I'm obviously not the intended audience for your post... but I am curious. Could you enlighten me please?
(Click any of the images for better quality)
[shot]http://upload.wikimedia.org/wikipedia/en/thumb/1/1d/Farcryhdr.jpg/800px-Farcryhdr.jpg[/shot]
[shot]http://upload.wikimedia.org/wikipedia/en/thumb/c/cc/Hl2hdrcomparison.jpg/800px-Hl2hdrcomparison.jpg[/shot]
[shot]http://upload.wikimedia.org/wikipedia/en/thumb/a/a9/Lostcoasttrnsmsn.jpg/800px-Lostcoasttrnsmsn.jpg[/shot]
[shot]http://imgred.com/http://www.tweakguides.com/images/Antialiasing.gif[/shot]
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High Dynamic Range lighting is just a method of storing more information about an image. (>24bit colour so your monitor cannot display the image in all its glory)
It allows images that have areas of high brightness as well as low brightness to be more accuratly represented. (hence the high dynamic range) You can use this extra stored information to create lighting effects like glare.
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