dotstdy,
@dotstdy@mastodon.social avatar

whos got the tldr on doing non-shitty color stuff in game. tia :')

pervognsen,
@pervognsen@mastodon.social avatar

@dotstdy Are you talking about aesthetics or like linear vs gamma space stuff?

dotstdy,
@dotstdy@mastodon.social avatar

@pervognsen Mostly about the mechanics of putting things together. E.g. pipeline, formats to use, etc. Like as I understand it the hotness seems to be something akin to...

render to f32 rgb -> ??? -> display transform (agx, tony mc map face) -> ??? -> swapchain.

kind of the "minimum viable color pipeline" (obviously the actual minimum viable is just convert to srgb and voila, but I figure if I'm writing the shaders anyway I may as well do it in a nice way)

pervognsen,
@pervognsen@mastodon.social avatar

@dotstdy Sorry, that's all beyond my ken. My natural inclination would be to look at whatever UE5 is doing since it's source available and leading/bleeding edge.

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