▲ | chihuahua a day ago | |
I totally agree. The example pictures in the article look fine. I don't know what the author wants, but perhaps it's some kind of industry insider view similar to where "true artists' make movies that are so dark you can't see anything, and the dialog is quiet mumbling and the sound effects are ear-shattering. Perhaps there's an equivalent to that in games. | ||
▲ | dontlaugh 6 hours ago | parent | next [-] | |
It's the opposite. The author wants to be able to see the detail, as opposed to it being lost in crushed blacks and blown out whites. | ||
▲ | astrange 21 hours ago | parent | prev | next [-] | |
I can see why people wouldn't like them - they're all oversaturated and most of them go for the cheesy "everything is teal and orange" or "everything is piss yellow" gradings. There's a quote I heard in a photography tutorial once that goes something like "once you've moved all the sliders to what you want, move them back 50%", and games basically don't that. But the biggest problem with the screenshots is they literally aren't HDR. So how can we judge their HDR? | ||
▲ | kllrnohj a day ago | parent | prev [-] | |
> I don't know what the author wants If only they had written an article about what they wanted... > but perhaps it's some kind of industry insider view similar to where "true artists' make movies that are so dark you can't see anything Nope, it's not that. |