Actually Integers can handle HDR very well if you use them right. The upcoming Heavenly Sword title for PS3 features a new colour-space created with a conversion step at the end of the pixel shaders, that offers improved quality (less banding and other artefacts in most situations according to the devs) at half the bandwidth consumption of FP16. Traditional FP solutions provide a rather false representation of HDR, as they provide high range for RGB components, whereas HDR specifically relates to a wider range of intensities, and not hues.
I wouldn't be surprised if alternative INT HDR methods become more commonplace seeing as they trade a little shader power for considerable bandwidth gains. Though of course this isn't any help to Blitz3D!
I wouldn't be surprised if alternative INT HDR methods become more commonplace seeing as they trade a little shader power for considerable bandwidth gains. Though of course this isn't any help to Blitz3D!