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HDR settings / tweaking

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  13:18:58  26 June 2013
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Meltac
messing with code
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On forum: 01/21/2010
Messages: 1519
HDR settings / tweaking

Hi

Where/how do I accentuate the effect of HDR in-game? Is this controlled only/mainly by the tonemap settings in user.ltx, or are there other places that need modification?

Basically I want the game to have more dynamic range, especially bright spots should be yet brighter and the difference in brightness compared to neighbouring pixels should be higher.

What I don't want however is just to "enhance" the visual appearance of the HDR effect by means such as bloom. Instead I'd like the HDR itself to be boosted.

Ideas?
  16:35:12  26 June 2013
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Jketiynu
Swartz
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On forum: 04/05/2007
Messages: 867
I'm probably not right about this, but doesn't the following in common.h determine this sort of thing?:

#define def_hdr         half(8.h)         		
#define def_hdr_clip	half(0.75h)

  18:16:44  26 June 2013
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Meltac
messing with code
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On forum: 01/21/2010
 

Message edited by:
Meltac
06/26/2013 18:17:15
Messages: 1519
I've been wondering this as well. Have to check, though. What would one expect these values to set? The "level" of HDR, i,e. greater values result in more dynamic range?
  18:33:43  26 June 2013
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Jketiynu
Swartz
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On forum: 04/05/2007
 

Message edited by:
Jketiynu
06/26/2013 18:38:05
Messages: 867

---QUOTATION---
I've been wondering this as well. Have to check, though. What would one expect these values to set? The "level" of HDR, i,e. greater values result in more dynamic range?
---END QUOTATION---



I think the first one determines the level of HDR as although it's set to 8 in SoC it's set at 9 in CoP and I think it does look a little brighter, though it's hard to be sure.

I have no idea what the second value does.

*Edit*
Just took a quick search with PSPad. The following files reference the "def_hdr" value:
bloom_build.ps, bloom_luminance.ps, combine_2_naa.ps, sky2.ps
It's also used for the tonemap in common.h.
  18:40:49  26 June 2013
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Meltac
messing with code
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On forum: 01/21/2010
 

Message edited by:
Meltac
06/26/2013 18:41:03
Messages: 1519
Just did the same with Notepad++

As it seems the def_hdr_clip is used nowhere within the shaders, so either it's an engine setting, or a relict that's not used anywhere anymore.

I'll check those in-game.
  10:29:47  27 June 2013
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Meltac
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On forum: 01/21/2010
 

Message edited by:
Meltac
06/27/2013 10:30:15
Messages: 1519
Tested those settings yesterday but didn't notice any change, even setting the HDR value to 20.0 didn't change a thing. However what I haven't tested is the behavior with Float32 enabled as I use to have it disabled anyway.
  19:05:16  27 June 2013
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Jketiynu
Swartz
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On forum: 04/05/2007
Messages: 867

---QUOTATION---
Tested those settings yesterday but didn't notice any change, even setting the HDR value to 20.0 didn't change a thing. However what I haven't tested is the behavior with Float32 enabled as I use to have it disabled anyway.
---END QUOTATION---



I have no clue then.

My guess is it's only adjusted then by means of the tonemap.

The following is from the tweakguides.com article on Stalker settings:


---QUOTATION---

r2_tonemap [on,off] - This option controls whether Tone Mapping is used in STALKER. Tone Mapping will help improve the appearance of the HDR used in the game, reducing contrasts and highlighting details as necessary to keep the image more realistic. It is recommended that you keep this option enabled, as disabling it gives no real boost to FPS. With tone mapping enabled, you can alter the appearance of the HDR in the game by using the settings further below. The r2_tonemap_middlegray setting in particular has the most noticeable impact on the HDR effect.

r2_tonemap_lowlum [0.000 - 1.000] - This setting controls the effect of tone mapping on darker areas. The higher this setting, the darker the overall appearance of HDR will be. In general it is best left at its default.

r2_tonemap_middlegray [0.000 - 2.000] - This setting has the most discernable impact on HDR, and as its value is raised, the HDR effect because more prominent and rich. For example try a value of 1.2 to see the HDR in STALKER look more like that used in games like Oblivion.

---END QUOTATION---

  11:18:59  28 June 2013
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Meltac
messing with code
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On forum: 01/21/2010
 

Message edited by:
Meltac
06/28/2013 11:19:28
Messages: 1519

---QUOTATION---
My guess is it's only adjusted then by means of the tonemap.
---END QUOTATION---



That's what I suspected. Will check those settings then, hope that helps.

Thanks for your thoughts
  21:53:30  28 June 2013
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bamah
Senior Resident
 

 
On forum: 02/10/2008
Messages: 911
Doesn't this adjust HDR "power"

ui_mm_r2_ls_bloom_kernel_scale
  23:08:52  28 June 2013
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Jketiynu
Swartz
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On forum: 04/05/2007
Messages: 867

---QUOTATION---
Doesn't this adjust HDR "power"

ui_mm_r2_ls_bloom_kernel_scale
---END QUOTATION---



No. R2_ls_bloom_kernel_scale adjusts the bloom "power".
Bloom and HDR are two different things.
 
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