Discuss link: Call for a New Post-Processing Pipeline (diaryofagraphicsprogrammer.blogspot.com)
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I posted a comment over there, but I’ll post it here too:
You can even render the scene directly in a luminance-color format, as in The Compact YCoCg Frame Buffer. They also use chroma subsampling to reduce framebuffer bandwidth. The reconstruction filter for this could also be integrated into the compute shader postprocess.
I’m still using global tone mapping because I’ve yet to come across a local one that looks good. All the ones I’ve seen have problems with halos and other such unnatural artifacts. In practice I found Jim Hejl’s tone curve (slide 140 here), together with exposure and contrast adjustment prior to tone mapping, to be quite adequate for games.
It’s all very well having a nice post processing pipeline, but it creates massive problems when you move platforms.
Render to texture is not universally supported, would be nice if it was, but it isn’t
Even when it is, you have limitations, no floating point textures, only 16 bit surfaces, etc.
Call for what you like, but without the hardware to support it…. you might as well stand on a cliff and yell at the sea.
Same could be said for shaders. They’re still not “universal”, so should we avoid them? Depending on what you’re doing, the answer may be yes.