When it comes to optics, DOF is basically a limitation of the equipment. Depth of field (DOF)ĭepth of field is a very simple effect that adds blur to objects that are not in focus. The latter one is supposed to improve contrast, brightness level and provide a wider color palette, and thus has nothing to do with in-game graphics. Please keep in mind that the term “high dynamic range” refers only to the internal rendering, hence the acronym HDRR (high dynamic range rendering), and has nothing to do with modern displays featuring HDR support. Bloom exaggerates a bright spot in the scene by producing feathers of light extending from the borders of that area, while tone mapping is a technique used to map colors from high to a lower dynamic range matching the display’s capabilities. To fight these off, both bloom and tone mapping are used. Of course, there are other obstacles, including the limited contrast ratio of displays (this is currently addressed by HDR displays) and human eye adaptation capabilities. The high dynamic range omits this limitation, making lighting and optical phenomena (reflections, refractions) more realistic. Without HDR, areas that are too dark or too bright are clipped to black or white, respectively. One of the most important advantages of HDRR is that details are preserved even in a scene with a high contrast ratio. Shader Model 5.0 (DirectX 11) also allows 6:1 compression of HDR textures, giving both space and bandwidth savings. Shader Model 4.0 (DirectX 10) was another improvement, enabling 128-bit HDR rendering, or twice that of the Model 3.0. All lighting calculations were also floating-point based and that allowed for contrast ratios as high as 65535:1 using 32-bit precision. HDRR was first introduced with Shader Model 3.0 (DirectX 9.0c), which boasted a minimum lighting precision of 32 bits, four times the number its 2.0 predecessor offered. High dynamic range means that you’re using a larger range of possible values, for instance 10-bit (0 to 1023) versus 8-bit (0 to 255). HDR rendering performs lighting calculations in high dynamic range, hence the name of this rendering method. Thanks to that, you can use a low-polygon model and generate more triangles on the fly to produce a much smoother final mesh. Tessellation makes it possible to repeatedly subdivide the geometry into a finer mesh. The key point of tessellation is to generate smoother surfaces than would be produced directly by the original mesh. A crucial parameter is the TessFactor, which controls the degree of a fineness of the 3D mesh, i.e. For real-time rendering, an original dataset is tessellated into triangles, allowing for dynamic detail to be added and subtracted from a polygon mesh and its silhouette edges. Tessellation is a computer graphics technique used to manage vertex sets and divide them into structures suitable for rendering, enabling graphical primitives to be generated on the GPU. Today we’re going to show you how tessellation, high dynamic range (HDR) rendering and depth of field (DOF) affect both image quality and performance. In our previous articles on graphics options, we discussed and compared different anti-aliasing methods, anisotropic filtering, screen space ambient occlusion (SSAO) and hair simulation effects. Now it’s up to the gamer to decide whether to enable one for the visual difference it affords, even if it does drive down overall performance. On the other hand, there is a range of other options that can notably alter in-game graphics. Some of them, like anti-aliasing and anisotropic filtering, are essential to achieve high quality image and should be disabled only as a last resort. To achieve a perfect balance between the two, it is usually necessary to adjust certain graphics options. Tweet Ever since the PC gaming era began, games have always aimed for the highest possible image quality and the fluid gameplay ensured by high framerate.
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