@lain
owning the chuds by making women in vidya look like adults
@animeirl @lain “accessible” sequel to the first game, boring premise, focused on GRUG SMASH, and it’s an ARPG so most likey you’ll be doing a million slopquests to minmax your build or whatever.
nah.
i could be completely wrong but based on what little i know about the game and what i’ve seen from the studio, it’s gonna take some very big surprises to change my mind.
@snacks @animeirl @lain yeah nowadays you would do all the tone curve mangling/gamut mapping and chromatic adaptation in a perceptually uniform colorspace. many such colorspaces have been developed but none are perfect; right now IPT is considered a good choice for most HDR applications (it’s also standardized as part of BT.2100). one of its properties is that it is very good at changing the luminance without affecting hue, and you need that especially for HDR -> SDR mapping.
renderers with modern color pipelines don’t really work with RGB (or XYZ) spaces anymore because “perceptually uniform” requires a somewhat robust model of “perception”, and our eyes don’t work with pure spectral colors (real color perception is very non-linear and all kinds of fucky; see helmholtz-kohlrausch effect for example). in most cases this involves relatively simple transformations through “cone space” (LMS, after the three types of cone cells in our eyes). if the game has options for various types of color blindness, that means it most likely uses such a pipeline.
the state of the art for this takes even more biochemistry into account and can compensate for viewer age and other factors. you could also use the ambient light sensors in most mobile devices to do real-time chromatic adaptation (based on ambient luminance and color temperature at least) relative to the viewing environment.
@icedquinn @lain @snacks @animeirl i did that in C with GNU SIMD extensions a while ago because the C++ reference is all scalar and actually too slow for a good color picker GUI
like it’s cool that we have okhsl/okhsv as makeshift kludge to drop into old color picker code but man, doing gamut computations and remappings for every pixel in that picker is expensive as hell and yes, exhausting to implement from scratch
a lot of the reference code is just shortcuts/copypasta for primitives you should already have in a cms pipeline but still