this post was submitted on 06 Dec 2024
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cross-posted from: https://lemmy.ca/post/34328210

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[–] [email protected] 153 points 2 weeks ago (2 children)

For those who just wanna know: cards at the time performed math on brightness values assuming a linear brightness scale when it should be logarithmic.

[–] [email protected] 113 points 2 weeks ago (1 children)

....ish

The maths was right, except it was all being done on colour values than already had the CRTs response curve baked into them. You may have heard of "gamma correction". Well, this is when you correct an images colour values for the display you'll view it on.

Blending before gamma correction and after gamma correction produce very different results. The cards were doing it after. This story is about doing it before.

Paul Debevec had similar observations around the same time. His work at the time was all about HDRI and that was put into Source a few years later.

[–] [email protected] 38 points 2 weeks ago (1 children)

Figured someone would do it better than me. Thanks for the correction

[–] [email protected] 11 points 2 weeks ago

Fastest way to get an answer on the internet.

[–] [email protected] 45 points 2 weeks ago (5 children)

"It's a bit technical," begins Birdwell, "but the simple version is that graphics cards at the time always stored RGB textures and even displayed everything as non linear intensities, meaning that an 8 bit RGB value of 128 encodes a pixel that's about 22% as bright as a value of 255, but the graphics hardware was doing lighting calculations as though everything was linear.

Jesus Christ, I knew this was a problem with image editing software back then, but I never knew, that GPU manufacturers fucked it up as well. How did this happen?

[–] [email protected] 15 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

I have a good guess on how this would actually happen:

PM: We need this

Specialist: makes this (doesn't check results)

QC: Looks good (but doesn't actually check)

Some updates later may further break the functionality. And as long as numbers aren't blatantly wrong (think 0s everywhere, for example) and nobody checks thoroughly enough, the issue will remain.

I have unfortunate experience of being a part of such a story, haha. There are ways to counter it. Mainly, their project documentation either wasn't up to par or wasn't used as a reference during creation and tests. Either way, it's negligence.

[–] [email protected] 3 points 2 weeks ago

I imagine in case of GPU design, there should be a bunch of tests for image correctness at some point, which would require pixel perfect reproduction to pass.

But it's plausible that tests were running incorrect math too.

[–] [email protected] 6 points 2 weeks ago

"They are just human after aaaall 🎶"

[–] [email protected] 3 points 2 weeks ago
[–] [email protected] 2 points 2 weeks ago

Linear is probably a lot faster?

[–] [email protected] 29 points 2 weeks ago

When the HL2 documentary came out, someone said "all these gaming news sites will have contant for months" and they were absolutely right

[–] [email protected] 18 points 2 weeks ago

I do this to my silicon vendor. I apparently made some people's lives very uncomfortable for a good while this past year after I decompiled some of their binary blobs.

[–] [email protected] 15 points 2 weeks ago
[–] [email protected] 7 points 2 weeks ago (2 children)

That explains why Doom 3's shading looked so bad

[–] [email protected] 1 points 2 weeks ago

Wasn't their shading the whole selling point?

[–] [email protected] 1 points 2 weeks ago

Mhm yes, is this going to fuck up older games?

[–] [email protected] 7 points 2 weeks ago (1 children)

That moment when there's one company with which you'd almost be OK if they turned into a monopoly (still no, though).

[–] [email protected] 34 points 2 weeks ago (2 children)

Valve is that perfect example of being just shitty enough to be annoying without stepping over the line into complete enshittification. But this too will happen. I reckon there'd be good odds of it happening not long after Gabe retires.

[–] [email protected] 8 points 2 weeks ago

That's my main worry, and why I'd never want a monopoly of any sort with contemporary hierarchical structures.

[–] [email protected] 4 points 2 weeks ago

If they ever go public then yes, enshittification is guaranteed. As long as they remain a privately held company, there's a chance they can hold the enshittification at bay.

[–] [email protected] 7 points 2 weeks ago (2 children)

Everyone's saying RGB is the problem, but what's the alternative? CMYK?

[–] [email protected] 7 points 2 weeks ago

The way I read about it they were merely talking about out gamma correction. Or HDR—>SDR mapping - I wouldn’t say the article is super clear.

[–] [email protected] 1 points 1 week ago* (last edited 1 week ago)

Allow me to introduce you to the perceptually uniform color spaces, CIELAB, CIELUV and HSLuv, something I needed for a project I was working on a few years ago:

https://programmingdesignsystems.com/color/perceptually-uniform-color-spaces/