Games Look Bad: HDR and Tone Mapping (2017)
HDR Hardware, OS Support, and Everyday Use
- Many commenters disable HDR on PCs and consoles because desktops and games look worse or “duller,” especially on mid-brightness LCDs (250–400 nits).
- Several argue you need very bright displays (up to ~1000 nits) plus high contrast (often mini‑LED or OLED) for HDR to shine; others say even 300–500 nits can help mainly via wider color gamut and higher bit depth.
- Windows’ HDR desktop handling is widely criticized as “still awful”; macOS is described as smoother, with HDR content popping against a more subdued UI.
- Some report better HDR experiences after careful calibration: matching console HDR sliders to TV capabilities, using HGiG, etc.
Tone Mapping Quality and Technical Complexity
- Agreement that many games have poor tone mapping and HDR pipelines, leading to crushed blacks, blown highlights, or unreadable dark areas.
- A VFX practitioner notes that proper tone mapping requires the entire pipeline—textures, lighting, exposure, curves—to be physically grounded and consistent; games rarely achieve this across all content and camera angles.
- Others counter that the article confuses tone mapping, color grading, and HDR as separate issues, and that modern engines can already run film‑style LUTs; the problems are mostly aesthetic choices, not technical limits.
Realism vs Stylization
- Strong split on whether games should look like films/photos at all:
- Some want photorealism for immersion (e.g., Cyberpunk 2077, flight sims).
- Others explicitly prefer “video gamey,” stylized, or painterly looks (Zelda, many Nintendo titles, indie games), arguing realism often hurts readability and fun.
- Multiple comments emphasize that display limitations and bad viewing environments force compromises; highly “correct” photorealism can become unplayable on mediocre screens.
Judging Examples: Zelda, Horizon, RE7, etc.
- The article’s “ugly” vs “beautiful” examples spark disagreement:
- Some find Horizon‑style high contrast and saturation garish and physically implausible; others see it as deliberate art that looks great.
- Several think the praised Zelda screenshot is washed out and bland; others see it as intentionally painterly.
- Resident Evil 7’s lighting is often praised as the most photographically convincing, though some call it “overexposed home‑video‑style.”
- Commenters wish for more direct A/B comparisons of the same scene with different tone maps to make the critique clearer.
Broader Aesthetic and Industry Trends
- Observations that HDR, specular highlights, “wet/shiny” surfaces, bloom, SSAO, lens flare, and color filters often get overused as new tech fads, then dialed back later.
- Debate over the industry’s push for photorealism: it sells and is easy to market, but raises costs, hurts modding, and can clash with limited interaction (e.g., invisible walls, stiff animation).
- Some argue immersion depends more on worldbuilding, interaction, and clear goals than on raw graphical realism.