[POC] Fix editor screenshots with HDR enabled (linear 2 sRGB on half-floats).#119093
[POC] Fix editor screenshots with HDR enabled (linear 2 sRGB on half-floats).#119093bruvzg wants to merge 1 commit intogodotengine:masterfrom
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This, to me, is a whole new feature added to the |
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Haven't tested this yet, but sometime before this is ready for review, docs will need to be updated in at least these three spots:
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Here is a list of other places that call these updated functions that might benefit from reworking in the same way as
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Seems like
Updated. |
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For the reference current half-float code is about 10 times slower than RGBA8 lookup table code, it's still acceptable for screenshots (takes about 0.5 sec for 8K image in debug build), but likely is not OK for Edit: if parallelized, it's slightly faster than RGBA8, but offloading it to GPU would likely be a better option. |
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It’s good to hear there are options for making movie maker faster. It should, like most parts of the engine, be as fast as possible. That said, even if movie maker ends up being significantly slower when the window’s HDR 2D setting is enabled I think the improved visual quality is what most users would desire for this feature. My reasoning is:
In short, if users want highest quality, they use the Movie Maker feature in Godot. If they want highest performance and do not need lossless quality, they use something like OBS instead. That’s my guess, anyway… |
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Movie Maker is mostly about getting perfect frame pacing and using graphics settings not viable in real-time. You can get lossless quality from OBS, but it's way more likely to drop frames (even on a top-end system). |
Same as #119013, but doing linear-to-sRGB transform before converting to 8-bit.
Opening it for reference only, code probably need optimization to work on low-end systems.
This PR:

#119013:
