Damn XNA+XBOX 360 not having FP alpha!!!
EDIT: It does support 10.10.10.2 with alpha though. I was looking through HDR_The_Bungie_Way.ppt and they found that the 360‘s 10.10.10.2, which is 7e3, doesn‘t give enough exposure:
Quote:
10-bit floating point formats.
The XBOX 360 has full support for the 7e3 format (7 bits mantissa, 3 bits exponent), which is the dark purple curve.
7e3 has more than enough precision, but only gives you about 3 stops of exposure range – it’s well into the banding region with the 5 stop headroom here.
Another alternative, not supported by XBOX 360 but possibly showing up on PC hardware soon, is 6e4.
This format has just enough precision, as it is barely poking above the visual curve. But it gives you a full 10 stops of exposure range.
DX10 will support 6e5 I believe, with 5e5 for the blue channel. It is difficult to say if 5 bits is enough for the blue channel – this visual curve I measured was monochrome values, for which 5 bits will exhibit some banding. The blue channel, however, might require less precision.
I might just try it for the hell of it to see if my scene has banding.
EDIT AGAIN:
Oh and I was looking into the other techniques where you store a brightness in the alpha channel: http://www.daionet.gr.jp/~masa/archives/GDC2003_DSTEAL.ppt
but of course you can‘t alpha blend that :P
So it seems like 10.10.10.2 is the only option I can find for deferred with tons of lights on the 360.