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Joined: Aug 2011
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Joined: Aug 2011
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I was the one getting into HDR for vector games something like 6 years ago now. Aaron suggested the first thing I do is get, uh, what was it? It was to modify a device in the vector games that wasn't behaving like a scheduled CPU. I had to get that to behave like a scheduled CPU first, to properly time how long a vector was actually firing at a spot? Something like that. I bet if one searches for my last commit, it'll be me reverting the code that I did for that. From what I remember, the code was good enough, but tempest had slightly different timings and I was moving countries the next week, so it was much easier to revert my changes than wait for whenever I had time to explore if the timing shifts were expected or not.

After that was done, MAME would need to write into a frame buffer that has dynamic range larger than a byte-per-color (float would be fun! half? whatever modern graphics APIs want for HDR?). Then profit.

Joined: May 2009
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Joined: May 2009
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As stated, one of the most common formats is 10-bit HDR. Also, this has less to do with vector games specifically and more to do with brightness levels across the board. It's perfectly possible to do HDR without altering the core at all.

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