I don't know enough myself about HDR rendering to have an opinion on whether the author is right or wrong about any of this, but people arguing that the author is wrong because games shouldn't look photorealistic are attacking a straw man.
I don't know enough myself about HDR rendering to have an opinion on whether the author is right or wrong about any of this, but people arguing that the author is wrong because games shouldn't look photorealistic are attacking a straw man.
But the industry isn't stupid, and some of the "over-contrasty garbage" is intentional to help people rapid identify the things that they need to identify. Being able to quickly spot the things that you need to play the game are more important than sensible tone maps and contrast curves.
This is not a medium you observe like film & paintings are, it's a medium you interact with, and rapidly at that. Approaching the visuals with the same perspective as something you only observe is a fundamentally flawed approach.
This article is packed with baseless assertions, unfounded claims, and offhanded but not investigated technical limitations. Hell, right after saying "partly due to technical limitations" the author proceeds to throw out a "nobody in the game industry has an understanding of film chemistry" snark. The author doesn't even bother to elaborate on the technical limitations that they remarked on, opting instead to just hurl insults for no reason.
> ask WHY games are the way they are, though.
To add to your point, the main reason for "bad HDR" in FPS games is for simulating eye adaptation. Screens don't have 1,000,000:1 constrast ratio and can't shine as bright as the sun (we wouldn't want them to). This means that games are forced to approximate this effect - inevitably resulting in shortcomings.
Furthermore, game development is a race against time. You have milliseconds to render the scene and apply tone mapping. It may very well be mathematically possible to create automated tone mapping that would make a cinematographer proud, but can you make an algorithm that completes in less than 1 millisecond? I doubt it.
To my point, there are mods on PC that replace the tone mapper (I think ReShade does this) and they absolutely destroy your framerate - however the results are absolutely gorgeous if you know what you're doing.
How is that different from what photographs do?
> Furthermore, game development is a race against time. You have milliseconds to render the scene and apply tone mapping.
Maybe I know just enough to be ignorant of the topic, but LUTs are just lookup tables. People working in film apply LUTs to the footage they're watching in realtime on normal PC hardware. Fragment shaders have been common in games for years. Last year I was working on a VR project (targeting 11ms per frame) and I think the post-processing took between 0.25 and 1.5ms--any more an it would have been dropped). For a desktop game having 16 or 30ms to render many fewer pixels is an eternity, comparatively. The only difference between a LUT and ICC profile (which most OSes support out of the box) is that for ICC profiles are mean to be calibrated against either an input or output--they're used everywhere in realtime.
I've never actually used ReShade, so I had to look it up. It does way more than color correcting. Depth of field, ambient occlusion, antialiasing are completely separate from tone mapping and notoriously computationally expensive (not just in video games, but in film as well). I also think since third-parties are writing them, they're not always tuned to be performant.
A typically developed HDR photo is a single sample following the time at which the eye has adapted. There are [hopefully] no over- or under-exposed areas.
The dynamic range in HDR games is often used to simulate the entire process of eye adaptation. It's a function over time that intentionally creates over- or under-exposure some of the time.
> [...] some of the "over-contrasty garbage" is intentional to help people rapid identify the things that they need to identify. Being able to quickly spot the things that you need to play the game are more important than sensible tone maps and contrast curves.
Is this speculation or were you involved in these discussions? Or, maybe a GDC talk? For all I know, you could the lead graphics programmer for Naughty Dog, in which case I'd totally take your word for it.
And, actually, I really would like to hear more specific criticisms. As much as I respect Promit, he absolutely could be wrong and a detailed breakdown from someone who knows better would be informative.
Maybe a little snark is good. These big studios have been pumping out bigger and louder games for a decade, and each one is more soulless than the last. There's a reason Minecraft took off the way it did. It's because it was a return to the visually appealing age when pixel colors were in some sense manually selected, resulting in a pleasant palette. I can say without a hint of irony that I prefer the look and feel of the original Doom to any modern blockbuster game.
Are you here to tell me that Minecraft and Doom are paragons of bad gameplay?
I could go on for a while about how Zelda BOTW manages to integrate the design and aesthetic choices, but I'm going to get mugged if I try to use that game as an example again. Maybe I'll use it as part of a different write-up on visual design.
Similarly combat in BOTW happens up close, you don't actually need to distinguish things at range. This is not generally true, especially for the other titles you're comparing BOTW against. BOTW also has problematic cases such as this: https://static.gamespot.com/uploads/scale_super/1552/1552458... That rock face is horrible. Totally washed out in a highly unrealistic way, to say nothing of the ridiculous saturation of the torch light.
I worked in animated feature films and had similar critiques about the lighting and look. I felt like they lit everything like a well exposed photograph and were afraid of letting things fall off into dark or light (part of that could have been poor simulation of the toe or head of the film curve).
Then, when Pixar did Wall-e (2008) they hired a well known cinematographer, Roger Deakins, as a consultant. DreamWorks also hired him for How to Train Your Dragon (2010). I think that was a big change and both of their studios approached how CG movies look.
I guarantee game developers and game artists know a hell of a lot about HDR and color and lighting, and all kinds of things related to it, probably more than most people involved with movies. They just come at it from a different viewpoint - that of real-time rendering.
The problem with the game doing fake-HDR is that while it looks great in trailers (or... at the very least, looks like the engine is doing something fancy with lighting, "great"-ness notwithstanding) it doesn't match what my real eyes would do in a situation. Unlike film, a video game doesn't have control over where I'm going to point the camera. I do. And sometimes, I need to see over that ridge, but the detail in the shadows is important too, and the game camera can't see what I'm actually looking at (with my eyes) and adjust accordingly.
Breath of the Wild is a great counter example, because it doesn't really try to do the HDR adjust thing at all. It doesn't really need to; sure its daylight scenes are a bit washed out, but real daylight is a bit washed out too. My eyes adjust, just like they would outside, and I can actually see what I'm doing. That's important! With games, tempting though it is to control the camera effects just like you would when shooting film, you can't control the player's actions. It's usually better for gameplay to mellow out the effects, so the player can focus on their actions without being distracted by the 'pretty' effects.
An especially egregious offender in this category is Battlefield 1. When looking out of the driver's hatch of any vehicle, the game will randomly and chaotically fade it's "HDR" simulation between the exterior being discernible and a white rectangle (the hatch) set on a solid black background (the vehicle interior). The fade depends on miniscule adjustments in the PoV of the player, which is fixed relative to the outside world, not the vehicle, so you have to constantly track the view port.
Battlefield 1 generally looks best in scenes featuring low (natural) contrast.
> Yeah, and we screwed that up too. We don’t have the technical capability to run real film industry LUTs in the correct color space
(The reason being that even fairly simple color correction pipelines in a real color grading tool keep a mid-range GPU pretty busy at 1920x1080 and higher resolutions).
Of course, this is also how eyeballs work...
So, adjusting the curves, especially at a slow, steady rate? That might be a good idea, and should actually aid visibility if it's done right. Say, walking all the way into a dark cave should lighten things up a bit, since your real eyes (and most cameras) would do exactly that. On paper, this part of the HDR effect works, and if it's done well it enhances the gameplay rather than distracting from it.
Imitating a faster, more jarring camera transition when it fits the mood, especially during cutscenes? That's fine, and the article gives some great examples of this being done well. Scaling up the contrast so that any HDR changes cause you to either lose all the detail in all of the darks, or all the detail in all of the lights? That's the problem. The effect, if it's there at all, needs to be a lot more subtle. This is partly due to limitations with the final RGB space (only 255 color values to work with and weird curves to boot) but mostly due to the fake-HDR effect just being a poor imitation of nature.
That aside, I found the discussion about the misuse of ACES particularly interesting. It's like the completely misunderstood the tool and how it's intended to be used (which isn't uncommon with the tech unfortunately).