HDR is a system in which colors are internally represented and calculated at a higher precision than the precision at which they are output. This extra information allows various lighting effects (like the ever-popular bloom) to be added to simulate light that is brighter than your monitor's maximum brightness (#FFFFFF, of course.) That is IT. In the end, the actual dynamic range is still compressed from 0-255 for each component, but they lighting effects can trick your eyes. And HDR and AA are not supported together in Unreal Engine 3 because UE3 uses a technique called Deferred Shading, as S.T.A.L.K.E.R. to simplify its rendering pipeline, and it is an incompatibility between deferred shading and AA that is the core of the problem here.
A point of confusion here is that there is also an unrelated incompatibility in older nVidia GPUs between any HDR rendering and anti-aliasing.
A point of confusion here is that there is also an unrelated incompatibility in older nVidia GPUs between any HDR rendering and anti-aliasing.
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