Hi.
I noticed the ResolvedDiffuseLighting and ResolvedSpecularLighting textures are in R11G11B10 format (PF_FloatRGB). Shouldn’t those use QuantizeForFloatRenderTarget() like LumenScreenProbeGather does to avoid ringing and hue shifts from that texture format? Specifically I’m looking at the Shading shader that write out to them.
Best,
Ernesto.
Hi,
We haven’t noticed any issues with it and the operation itself isn’t free, so for now we don’t do temporal quantization/dithering there. In general it should be fine as long as you don’t temporally accumulate using R11G11B10_Float. We recently added r.MegaLights.LightingDataFormat, which allows to validate this assumption by switching everything to FP16 or FP32.
Thank you [Content removed]