Originally posted by: Shinei
Half-Life 2 doesn't do HDR, as far as I know. It has some DX9 functionality, but it doesn't execute a realistic HDR representation as FarCry does (there are some light shafts on de_chateau in CS:S that are not HDR, nor does it offer any FarCry-style HDR shifts (that washout to clarity example someone gave was brilliant, I'm sure it looks better in motion than in a few screen grabs)). Of course, Valve is a huge ATI flunky, so at the most SM2.0B will be used in HL2, while SM3.0 will be utterly ignored and nVidia's floating point framebuffer will be left unused for HDR implementation.
I imagine that nVidia will fix the "no AA with HDR" issue with NV50, since apparently a ton of people hate not having AA while using HDR. Or it just may be the way FarCry's OEXR method is coded, since I don't think nVidia would design a system that only works for the barest functionality of a feature; it's wholly possible that the code is merely bloated or inefficient and takes up too much space to write AA samples to the framebuffer while HDR is being executed. Considering the game is DX9-based, I'm inclined to believe that the bloated code explanation is actually true. *hates DX code*