HDR needs more than just code support. The content of the game needs to be HDR compatible. I'm not exactly sure how to do that yet. It's possible that only the skyboxes (/nebulas/planets/suns) need some work. If it's not too much work, I'd take care of that.
Taylor said that the max pixel shader version would be 2.0 for now. That might make things more complicated... (missing tone mapping support, right?)
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hi,
HDR is possible with 2.0 shaders, but thats cant use the full precision with 16-FP and imho theres some other technical limitations and, imho, is easier to realise.
but its look not so bad and its work, there is a old Demo of ATI for the Radeon 9700 with HDR.
and in HL2 you can use HDR with 2.0
the greater problem, imho, is that 2.0 HDR need seperate content.
so if you have as designer an engine with 2.0 and 3.0 HDR you must make all two times.
so the most studios make only a bloom shader for 2.0 and the real HDR only for 3.0 avabile.
to freespace: i doesnt think an Full HDR support is really need in the future.
i think theres enough easier stuff to implant to improve the visual quality.
and the problem is with HDR-Content, its not easy to create really good HDR content.
the most games have some realitic issuses with HDR and theres people they pay for there work.
so i think in the moment is HDR with the content a to big fish.
its better to invest the time and energie in shaders, more shadows and other stuff, as try to implante a full HDR support.
an good bloom-shader is, imho, for the next time good enough.
Mehrpack