@IanBell @The_American
Ian, you had some amazing and heart warming (and well deserved) praises for multiple segments of SMS's development team. Just, maybe one segment was a bit left out. Truly guys and girls in "visual fidelity" department do deserve some directed, high praise as well.
In other threads we had discussion on HDR implementation, so I went reading this current article on "PC GAMER". I guess(?) they know what they are talking about here:
http://www.pcgamer.com/is-hdr-worth-the-premium-for-pc-gaming/
People working on HDR element could receive more then
So, what is HDR implementation like in pCARS 2?
@IanBell
edit: on consoles, ofc.
It's there?
...I think they do deserve a mention as well... Really, if you could write us just 1 or 2 sentences about their HARD work that means HUGE visual improvement for pCARS - that would be amazing 👍
I know you are truly busy
@IanBell , but
@The_American then could praise them a bit
Seriously! I'll quote just few bits from "PC GAMER" article
http://www.pcgamer.com/is-hdr-worth-the-premium-for-pc-gaming/
- In other words, rendering out in HDR isn’t the tricky part—working towards that goal
with all your assets from the beginning of the project is.
- But Bouvrais agrees that the real work comes from
authoring assets with HDR in mind from the start.
- "HDR is an incredible tool you can use to increase the player’s immersion," says Raulin, "but it’s also
very expensive in terms of resources—
human and graphics." Firstly the team needs to learn how to properly exploit it, and then has to wrestle with the resource cost of "heavier and more numerous textures inputs, lots of light and reflecion probes, longer build times."
- "We need to
adapt the production to anything related to lighting, skyboxes, and material rendering," says Raulin. "Then, we also need to take some
time to produce and tweak those, but it’s a choice you have to make..."
- Sure, the commercial game engines support HDR output, but
can developers working to tight budgets afford the human and resource-based costs mentioned?
So, you can't just "flip the switch" and turn HDR on with assets if they were not created from very beginning with HDR fidelity in mind! If you have HDR, then its production was a big deal on many fronts for your entire company and production process. And someone among you had amazing foresight LOOONG ago when those assets (in fact BEFORE) were created.
You are to be commended for entire vision and process
Please, do come back with at least a couple of sentences on all that, nothing more!