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8 changes: 4 additions & 4 deletions tutorials/3d/3d_rendering_limitations.rst
Original file line number Diff line number Diff line change
Expand Up @@ -34,14 +34,14 @@ Color banding
-------------

When using the Forward+ or Mobile rendering methods, Godot's 3D engine
renders internally in HDR. However, the rendering output will be tonemapped to a
low dynamic range so it can be displayed on the screen. This can result in
renders internally in HDR. However, the rendering output will typically be
written to a lower precision buffer. This can result in
visible banding, especially when using untextured materials. For performance
reasons, color precision is also lower when using the Mobile rendering method
compared to Forward+.

When using the Compatibility rendering method, HDR is not used and the color
precision is the lowest of all rendering methods. This also applies to 2D
When using the Compatibility rendering method, internal HDR rendering is not
used and the color precision is the lowest of all rendering methods. This also applies to 2D
rendering, where banding may be visible when using smooth gradient textures.

There are two main ways to alleviate banding:
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8 changes: 4 additions & 4 deletions tutorials/3d/high_dynamic_range.rst
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Expand Up @@ -36,10 +36,10 @@ for display on a particular display type.

.. note::

Godot does not support high dynamic range *output* yet. It can only perform
lighting in HDR and tonemap the result to a low dynamic range image.
Godot supports high dynamic range *output*. You can read more about this
on the :ref:`doc_hdr_output` page.

For advanced users, it is still possible to get a non-tonemapped image
For advanced users, it possible to get a non-tonemapped image
of the viewport with full HDR data, which can then be saved to an OpenEXR file.

Computer displays
Expand All @@ -59,7 +59,7 @@ the transfer characteristics of the input (OETF) and output (EOTF).

Not all displays use the same OETF and EOTF as a computer display.
For example, television broadcast displays use the BT.1886 EOTF.
However, Godot currently only supports sRGB displays.
However, Godot only supports sRGB and HDR displays.

The sRGB standard is based around the nonlinear relationship between the current
to light output of common desktop computing CRT displays.
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283 changes: 283 additions & 0 deletions tutorials/rendering/hdr_output.rst

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1 change: 1 addition & 0 deletions tutorials/rendering/index.rst
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Expand Up @@ -17,3 +17,4 @@ Rendering
multiple_resolutions
jitter_stutter
compositor
hdr_output
26 changes: 0 additions & 26 deletions tutorials/troubleshooting.rst
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Expand Up @@ -190,32 +190,6 @@ If you still wish to force sharpening or FXAA on other applications, it's
recommended to do so on a per-application basis using the application profiles
system provided by graphics drivers' control panels.

The editor or project appears to have washed out colors
-------------------------------------------------------

On Windows, this is usually caused by incorrect OS or monitor settings, as Godot
currently does not support :abbr:`HDR (High Dynamic Range)` *output*
(even though it may internally render in HDR).

As `most displays are not designed to display SDR content in HDR mode <https://tftcentral.co.uk/articles/heres-why-you-should-only-enable-hdr-mode-on-your-pc-when-you-are-viewing-hdr-content>`__,
it is recommended to disable HDR in the Windows settings when not running applications
that use HDR output. On Windows 11, this can be done by pressing
:kbd:`Windows + Alt + B` (this shortcut is part of the Xbox Game Bar app).
To toggle HDR automatically based on applications currently running, you can use
`AutoActions <https://github.com/Codectory/AutoActions>`__.

If you insist on leaving HDR enabled, it is possible to somewhat improve the
result by ensuring the display is configured to use :abbr:`HGIG (HDR Gaming Interest Group)`
tonemapping (as opposed to :abbr:`DTM (Dynamic Tone Mapping)`), then
`using the Windows HDR calibration app <https://support.microsoft.com/en-us/windows/calibrate-your-hdr-display-using-the-windows-hdr-calibration-app-f30f4809-3369-43e4-9b02-9eabebd23f19>`__.
It is also strongly recommended to use Windows 11 instead of Windows 10 when using HDR.
The end result will still likely be inferior to disabling HDR on the display, though.

.. UPDATE: Planned feature. When HDR output is implemented, remove or update
.. this paragraph.

Support for HDR *output* is planned in a future release.

The editor/project freezes or displays glitched visuals after resuming the PC from suspend
------------------------------------------------------------------------------------------

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