HDR Lighting: Difference between revisions
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High Dynamic Range Lighting ('''HDR Lighting''') refers to all of the lighting values which are rendered in | High Dynamic Range Lighting ('''HDR Lighting''') refers to all of the lighting values which are rendered in {{arma1}} can consist of real world ranges. | ||
This means that the [[Real Virtuality]] engine since {{GameCategory|arma1|link=y}} is handling lighting conditions which are several orders of magnitude different. | |||
For the player it means that when entering dark areas from light it takes some time to adjust the eyes so it’s not only a visual effect but also influences the way that the game is played. | |||
== | == See Also == | ||
{{Link|https://en.wikipedia.org/High_dynamic_range_rendering|Wikipedia Article on HDR Lighting}} | * {{Link|Real Virtuality}} | ||
* {{Link|https://en.wikipedia.org/wiki/High_dynamic_range_rendering|Wikipedia Article on HDR Lighting}} | |||
{{GameCategory|arma1}} | |||
{{GameCategory|arma2}} | |||
{{GameCategory|arma3}} |
Latest revision as of 09:26, 13 May 2024
High Dynamic Range Lighting (HDR Lighting) refers to all of the lighting values which are rendered in Armed Assault can consist of real world ranges. This means that the Real Virtuality engine since ArmA: Armed Assault is handling lighting conditions which are several orders of magnitude different. For the player it means that when entering dark areas from light it takes some time to adjust the eyes so it’s not only a visual effect but also influences the way that the game is played.