The Last Guardian : : HDR Rendering (PS4 Pro DVR)
The Last Guardian PS4 Pro Update Inbound Featuring 4K, HDR Support & Improved Performance
High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR). This allows preservation of details that may be lost due to limiting contrast ratios. Video games and computer-generated movies and special effects benefit from this as it creates more realistic scenes than with the more simplistic lighting models used.
The upcoming Last Guardian will be received a PS4 Pro update when it releases next month. The update will upscale the game to 4K, will introduce HDR support, and will offer minor performance improvements.
Eurogamer reports that exact details on the Last Guardian PS4 Pro update are “fuzzy”, but we will likely learn more in the coming weeks.
The Last Guardian is slated for a release on December 6 in the US and Japan, while those in the EU will have to wait a day longer.
The Last Guardian Update 1.02 Is 1.1GB, Adds HDR Support & Fixes Issues
December 5, 2016Written by Jason Dunning
Ahead of The Last Guardian’s release this week, it’s been revealed by players that update 1.02 is around a 1.1GB download.
According to players, The Last Guardian update 1.01 went live last week, weighing in at around 1GB. Then, on Sunday, update 1.02 was made available, clocking in at 175MB. The PlayStation 4’s Update History says “various other improvements and fixes have also been made” with both patches, while 1.01 added HDR support.
Although there’s no mention of PS4 Pro support in the patch notes, Eurogamer confirms that The Last Guardian currently utilizes Sony’s new console. Since there aren’t any in-game settings for PS4 Pro resolution, you’ll have to choose between 1080p or 2160p in the system’s video settings. 2160p will get you an 1890p resolution with some frame-rate issues in the more taxing moments, while 1080p will get you a 1080p resolution with a smooth 30 frames-per-second.
Graphics processor company Nvidia summarizes the motivation for HDR in three points: bright things can be really bright, dark things can be really dark, and details can be seen in both.
The use of high-dynamic-range imaging (HDRI) in computer graphics was introduced by Greg Ward in 1985 with his open-source Radiance rendering and lighting simulation software which created the first file format to retain a high-dynamic-range image. HDRI languished for more than a decade, held back by limited computing power, storage, and capture methods. Not until recentl has the technology to put HDRI into practical use been developed.
In 1990, Nakame, et al., presented a lighting model for driving simulators that highlighted the need for high-dynamic-range processing in realistic simulations.
In 1995, Greg Spencer presented Physically-based glare effects for digital images at SIGGRAPH, providing a quantitative model for flare and blooming in the human eye.
In 1997, Paul Debevec presented Recovering high dynamic range radiance maps from photographs at SIGGRAPH, and the following year presented Rendering synthetic objects into real scenes. These two papers laid the framework for creating HDR light probes of a location, and then using this probe to light a rendered scene.
HDRI and HDRL (high-dynamic-range image-based lighting) have, ever since, been used in many situations in 3D scenes in which inserting a 3D object into a real environment requires the lightprobe data to provide realistic lighting solutions.
In gaming applications, Riven: The Sequel to Myst in 1997 used an HDRI postprocessing shader directly based on Spencer's paper. After E3 2003, Valve Software released a demo movie of their Source engine rendering a cityscape in a high dynamic range. The term was not commonly used again until E3 2004, where it gained much more attention when Epic Games showcased Unreal Engine 3 and Valve Software announced Half-Life 2: Lost Coast in 2005, coupled with open-source engines such as OGRE 3D and open-source games like Nexuiz.
Examples
One of the primary advantages of HDR rendering is that details in a scene with a large contrast ratio are preserved. Without HDR, areas that are too dark are clipped to black and areas that are too bright are clipped to white. These are represented by the hardware as a floating point value of 0.0 and 1.0 for pure black and pure white, respectively.
Another aspect of HDR rendering is the addition of perceptual cues which increase apparent brightness. HDR rendering also
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