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  1. #1
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    HDR?

    ?

  2. #2
    Gamer/HW Enthusiast BrooklyNY's Avatar
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    Quote Originally Posted by FireStorm View Post
    ?
    . , 6- , - . , 1 , ( ). , 7600 , 1600 , .
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  3. #3
    Registered User h3rrfl1ck's Avatar
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    Quote Originally Posted by BrooklyNY View Post
    . , 6- , - . , 1 , ( ). , 7600 , 1600 , .
    +HDR 6- ?!

  4. #4
    Gamer/HW Enthusiast BrooklyNY's Avatar
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    !
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  5. #5
    Prolemuris
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    GF6 GF7 HDR AntiAliasing ( )
    Half Life 2 Lost Coast

  6. #6
    no brain no pain baracuda's Avatar
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    Quote Originally Posted by vbdasc View Post
    GF6 GF7 HDR AntiAliasing ( )
    Half Life 2 Lost Coast
    , , .

  7. #7
    Exhumator's Avatar
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    Quote Originally Posted by FireStorm View Post
    ......
    ......
    , "".

  8. #8
    no brain no pain baracuda's Avatar
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    ... - nVidia ( 6200 ) X1zzz ATI, sm3 HDR. 9550, .

  9. #9
    presola's Avatar
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    9550-

    :

    On December 24, 2002, Microsoft released a new version of DirectX. DirectX 9.0 introduced Shader Model 2.0, which offered one of the necessary components to enable rendering of high dynamic range rendering: lighting precision was not limited to just 8-bits. Although 8-bits was the minimum in applications, programmers could choose up to a maximum of 24-bits for lighting precision. However, all calculations were still integer based. One of the first graphics cards to take advantage of DirectX 9.0 was ATI's Radeon 9700, though the effect wasn't programmed into games for years to come. On August 23, 2003, Microsoft updated DirectX to DirectX 9.0b, which enabled Pixel Shader 2.x (Extended) profile for ATI's Radeon X series and NVIDIA's GeForce FX series of graphics processing units.

    On August 9, 2004, Microsoft updated DirectX once more to DirectX 9.0c. This also exposed the Shader Model 3.0 profile for high level shader language (HLSL). Shader Model 3.0's lighting precision, according to Dr. Sim Dietrich Jr., has a minimum of 32-bits as opposed to 2.0's 8-bit minimum. Also all lighting precision calculations are now floating-point based. NVIDIA states that contrast ratios using Shader Model 3.0 can be as high as 65535:1 using 32-bit lighting precision. At first, HDRR was only capable on video cards capable of Shader Model 3.0 effects, but software developers soon added compatibility for Shader Model 2.0. The difference between an HDRR scene rendered in Shader Model 3.0 or 2.0 is negligible at this point. As a side note, when referred as Shader Model 3.0 HDR, the HDRR is really done by FP16 blending. FP16 blending is not part of Shader Model 3.0, but supported only by cards also capable of Shader Model 3.0, excluding the GeForce 6200 models as they lack the capabilities. FP16 blending is used as a faster way to render HDR in video games.
    It is implied that because the minimum requirement for HDR rendering is Shader Model 2.0 (or in this case DirectX 9), any graphics card that supports Shader Model 2.0 can do HDR rendering. However, HDRR may greatly impact the performance of the software using it, refer to your software's recommended specifications in order to run with acceptable performance.
    R300 series: 9500, 9500 Pro, 9550, 9550 SE, 9600, 9600 SE, 9600 AIW, 9600 Pro, 9600 XT, 9650, 9700, 9700 AIW, 9700 Pro, 9800, 9800 SE, 9800 AIW, 9800 Pro, 9800XT, X300, X300 SE, X550, X600 AIW, X600 Pro, X600 XT, ATi Hollywood (Wii)

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  10. #10
       
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    , (. ) FX16 , HDR , SM2 -. , .
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