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Re: What r_gamma value do you use?

Posted: Mon May 01, 2023 1:20 am UTC
by icaro440

1.87


Re: What r_gamma value do you use?

Posted: Mon May 01, 2023 6:31 am UTC
by illwieckz
killing time wrote: Sun Apr 30, 2023 6:36 am UTC

I guess there might be a problem with intermediate framebuffers. I assume all framebuffers have 8-bit position. The actual calculations in GLSL are floating-point so we should be fine, but stuff goes in and out of different framebuffers a number of times before going to the final output buffer.

Yes

So we would need to do the transformations every time stuff goes in or out of a framebuffer to preserve our precious precision.

But if we do OpenGL Blending framebuffers have to contain the linear values.

Edit:

It looks like we don't call glBlendFuncSeparate neither require ARB_draw_buffers_blend, in fact our engine supports hardware that are way older than that, so maybe we don't do OpenGL blending. If we do everything in GLSL I wonder if we can write the code in a way all GLSL fp is in sRGB in input and output…


Re: What r_gamma value do you use?

Posted: Mon May 01, 2023 8:39 pm UTC
by illwieckz

Yeah, that goodness comes from non-short light falloff and intense light bouncing. At least if the light blending is not physically correct, the light diffusion in space is more physically correct.

See Please compile your maps without -fast but with -fastbounce thread for details about this.


Re: What r_gamma value do you use?

Posted: Tue May 02, 2023 1:55 am UTC
by icaro440
icaro440 wrote: Mon May 01, 2023 1:20 am UTC

1.87

Also:
Image


Re: What r_gamma value do you use?

Posted: Mon Sep 16, 2024 6:24 am UTC
by Sweet

I do not use a fixed value. Instead, I use this:

Code: Select all

bind n "math r_gamma * 1.05" 
bind m "math r_gamma / 1.05"

Well, I actually use the same button and modcase it, but you get the idea.