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GAMMA STUDIOS BLOG

Welcome to Gamma Studios blog

Welcome to Gamma Studios blog

Here we'll post research about HDR, color grading, tonemapping etc.We might also talk about our in development game. Just Cause 3 - Luma Framework HDR mode screenshot

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Adding HDR to The Sinking City 2

Adding HDR to The Sinking City 2

HDR, Spectre (my proprietary tonemapper, in SDR too) and a reworked DLSS configuration for The Sinking City 2, and a look at the Unreal Engine edge cases behind them.

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Luma dev story: Mafia III (WIP)

WIP tales of the Luma-Framework mod for Mafia III.Features list: https://github.com/Filoppi/Luma-Framework/wiki/Mods-List#mafia-iii Fixing the blurry TAA with DLSS/FSR Mafia III is notably one of the games with the blurriest TAA of all time, contributing to the bad...

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Article: HDR is never worse than SDR (WIP)

HDR, especially in the movies industry, often gets the reputation of being unnecessary and only causing detriment. Here we can debunk some of the most common claims. Claim: HDR exclusively distract the viewer from the focus of the scene, by making background elements...

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Technical color grading #1: Raised blacks

Technical color grading #1: Raised blacks

Did it ever happen to you that you are playing a dark game in dimly lit room on your OLED, and suddenly notice the "floor" in the game felt like it was emitting light? Starfield might be the most famous example of this.Many players expressed a visual dissonance...

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ACES 2 vs Pumbo’s Tonemapper (OUTDATED)

Here's a set of images that showcase the following tonemappers in Unreal Engine 5.- UE's default SDR tonemapper- AgX (SDR)- ACES 2.0- Pumbo Luma WIP display mapper The SDR tonemapper is "clipped" to SDR but matched in brightness to the HDR screenshots, for comparison....

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