Any plans to add HDR support?

Been playing Elite a lot the past week or so and I've noticed that the game doesn't support HDR. Any plans to change this in the near future? I think it could look amazing with the bright lights in the cockpits, the stations, the stars, etc against the dark black backdrop of space. Not sure how much work is involved in something like that but many other games support it so I imagine it's not impossible.
 
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Been playing Elite a lot the past week or so and I've noticed that the game doesn't support HDR. Any plans to change this in the near future? I think it could look amazing with the bright lights in the cockpits, the stations, the stars, etc against the dark black backdrop of space. Not sure how much work is involved in something like that but many other games support it so I imagine it's not impossible.

ED doesn't even support 24 bit color, let alone HDR [haha]
 
HDR was heavily requested prior to the 3.3 beyond update which included a revamp of the lighting system. So that would've been the perfect chance to implement HDR. As it wasn't, I doubt it'll ever come (unfortunately, would really like that myself).
 

stormyuk

Volunteer Moderator
Be happy, they did give us pseudo-HDR :p

I think someone at Frontier needs to check what HDR actually means if that's what the attempt was. It doesn't mean oversaturate the entire picture, especially in stations :p, that's for sure. :)
 
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This is simply dumb. Elite would be the perfect title to implement HDR in, and it's nearly trivial; just allow selection of higher bit depths for the frame buffer. There's no performance impact, as the GPU already does the same amount of calculation and transfers. This would be even easier than fixing non-parallel mode for VR headsets, which involves using the matrices as is from SteamVR instead of wasting effort on recalculating them (with flawed assumptions).
 

stormyuk

Volunteer Moderator
This is simply dumb. Elite would be the perfect title to implement HDR in, and it's nearly trivial; just allow selection of higher bit depths for the frame buffer. There's no performance impact, as the GPU already does the same amount of calculation and transfers. This would be even easier than fixing non-parallel mode for VR headsets, which involves using the matrices as is from SteamVR instead of wasting effort on recalculating them (with flawed assumptions).
If it's not supported on the PC it probably won't come to console.

Edit: in fact you might be talking about PC? In which case you have wandered into the PlayStation section.
 
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While my perspective is indeed from PC (the canted headsets aren't supported on PS), the code changes are quite similar. It could take an additional twenty minutes to look up how it's done on PS. However, it's quite possible the console maker added further obstructions like those that made Fez stop getting patches, so while it's an easy feature to develop, it could be harder to publish on consoles. They're still spending more effort denying the features than it would take to implement them.
 
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