Add an article on HDR output support#1302
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Thanks for taking the time to put this together!! I don't have time today to do a review of the contents, but I noticed that the demo project has been chosen as the HDR screenshot in the blog post. I actually believe it would be best to highlight Godot's HDR output support with the following screenshots of the TPS demo that I spent a fair bit of time constructing: (details on how I saved these screenshots) They can optionally be presented using one of the image comparison slider widgets so you can slide back and forth between the two screenshots. Safari and Chromium browsers render these images correctly. So that means effectively every single browser out there except for Firefox. Saying "Safari or Chromium" isn't helpful because a lot of people don't know that their Edge or Opera or other browser is actually Chromium. So I think simply saying "Firefox does not currently support HDR images." is a good way to communicate that. Besides calling out Firefox as the browser that doesn't support HDR, we probably just need to write the following regarding the images:
I think it's important to give this suggestion because my experience shows that 99% of people don't even think to view it on their smartphone even though their smartphone at 50% brightness, if it supports HDR output, will give the best and most accurate visual presentation -- far better and more accurate than almost any HDR computer monitor or TV. If a user wants to view the screenshots on a different configuration, they obviously can and will have varying levels of success. I don't think it's all that valuable to go into detail about this and we can probably just keep things simple and give the rock-solid, dead simple recommendation of viewing on an HDR compatible smartphone or laptop with brightness set to 50%. |
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allenwp
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This is really really good! You've done a fantastic job with this, Calinou! I could never have written anything like this, so I really appreciate you taking on the task of writing this article. It's immensely appreciated and well written!
I've left a few suggestions, but nothing too radical.
As I mentioned in our DMs, I believe this blog post would be best suited to go live sometime after the last dev release (maybe before the first beta release). This will give us time to ensure the features are fully merged and also ensure the docs and demo project are in a good state.
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allenwp
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After godotengine/godot-demo-projects#1287 is merged and my comments are addressed, I believe this is ready to go live any time (immediately or after Beta 1)
This also adds a way to opt out of the CSS highlight effect on links for images, as this is needed to fix HDR display in Chromium-based browsers at least.
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For reference, these are the PRs that I expect to be merged before 4.7, but none of these are blockers for this blog post, in my opinion:
The only blocker for this blog post, as I just mentioned previously, is the following: |
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Official demo project is now merged. This blog post is now ready to go live whenever folks feel is best in terms of timing and coordination with other posts and beta releases. Everything in this blog post is suitable for Godot 4.7 dev 5 and later. |
Repiteo
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Fantastic work getting this together! I'll have to make some last-second adjustments to the 4.7-beta1 blog post with this in mind, but that's for the best as the technical details kept going over my head
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Thanks! |
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For anyone reading this PR is looking for details on how the HDR screenshots used in the HDR output blog post were created, please forward them to this page which describes the process I used: https://allenwp.com/blog/2026/04/30/how-to-save-hdr-screenshots-in-godot/ |
This also adds a way to opt out of the CSS highlight effect on links for images, as this is needed to fix HDR display in Chromium-based browsers at least.