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Posted 22 March 2012 - 11:21 PM
Posted 23 March 2012 - 02:06 AM
Posted 24 March 2012 - 03:53 PM
Posted 04 April 2012 - 12:33 AM
Just enough for the game to look ok on a TV, and for the artist to not complain.
How much fidelity do you need? You could simply go with the old school technique of a sample from a 1D texture lookup table.
Our textures are currently authored in 8-bit sRGB, so transforming the data into a different 8-bit gammma space is only going to lose information.
Does it really have to be sRGB?
You could store your textures with a gamma of 2.0, which should be much easier to convert in shader (2x mul to encode, 1x sqrt to decode) and still offers a good distribution of values. It would only require you to alter you asset pipeline.
I checked my approximation into source control and deliberately didn't tell the artists just to see if they'd notice. Three hours later, I'd been sent two almost-identical screenshots of the game, one from the previous build and one from the current build, and was being asked why the gamma had changed!
I'd be interested to see some comparisons visually as you have to be careful with approximations in Gamma as the error can be low - yet have a big effect.
Posted 08 April 2012 - 03:43 PM