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There was the problem of that SGI patent that prevented using floats for framebuffers ... floats make a lot more sense rather than using this gamma nonsense.



AFAIK in HDR photography they often use linear uint16. I understand that it could be not enough for strong highlight modeling, but for general purpose compositing that should be ok. With an additional layer with like +8 bits of highlight resolution.


32-bit float per color channel would be 128bpp, which is really expensive. You rarely have the bandwidth to afford that.




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