It seems to me the ideal 32bit hdr format would be a renderable version of something like R9G9B9E5_SHAREDEXP.
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Because float values are exponential in representation, most of the current coding space is used on cases where one component dominates
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Nice post! This format is very practical - we shipped Shadow Warrior 2 using it for all HDR colors. The only downside is lack of alpha.
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BTW perf win on PC/PS4 is small, but it really helps the performance on XB1, as you can pack two times more RTs into ESRAM.
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nice writeup on iOS devices 9se5 is both filterable and renderable. What are your thoughts of that format as HDR render target?
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Makes much more sense than R11G11B10f,would like to play with it! I see value in separate exponents only for decorrelated,non-color signal..
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Any thoughts on whether 7e3 and 6e4 are better suited to rendering than 6e5/5e5?
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Even 9e3 makes more sense(as most GPUs=pow2 alignment anyway..),I think they'd be better than 111110,sadly not all platforms support them..
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Nice visual exploration of difficult topic!:) Most games struggle with correct tonemapping/exposure,so hard to do it with one global curve..
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