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SvennoJ said:
Nu-13 said:

Just listen to yourself. You made the ridiculous claim of muddied colors because of limited memory when much weaker consoles had vibrant colors everywhere.

It's not that hard to grasp what he's trying to say.

Vibrant colors has nothing to do with it. When you make a realistic looking game with realistic lighting model with a lot of shade areas, high contrast, details in dark areas, and you are limited by 8 bit color, you kind of have to switch to a muted color scheme not to turn everything into a color banding mess. To improve color fidelity at a high range of brightness, like HDR (real or simulated), you need to have your entire rendering pipeline in FP16. The more passes you make for more effects, the more screen buffers need to be doubled in memory size.

HDR increases memory by 2x, 4K by 4x compared to 1080p. Thus from 1080p 8 bit, to 4K HDR, your screen buffers take 8x the memory!

RDR2 had fake HDR, likely due to memory constraints.

For me RDR2 had fake HDR due to poor workmanship =p

Because it managed to look worse than SDR on any HDR TV =p



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."