Thanks, gentlemen.
7 hours ago, unbird said:
This is a common problem with standard displays which only have 8 bits precision per channel (sometimes even less). You need to dither.
Honestly I am not so sure about that. The rest of the rendered graphics (which does not come from my feather) does not show any banding nor visible dithering. Same with photos being viewed on my monitor, e.g. gradual colors / brightness level in the sky. I can see some banding going on when I zoom in very closely, but none in full screen mode. The banding that I encounter is much stronger and obviously visible, as you can see in the attached screen. There must be another source for this.
6 hours ago, Hodgman said:
You've got to convert to another format at some point for display. Can you describe your full image pipeline, which bits are float, which bits are not, and where gamma correction happens and how?
Also, post a close up of some of the banding problems in PNG format -- the JPEG compression has mooshed it.
Convert to what format? Unfortunately it's not my own engine, it's a proprietary game engine (X-Ray), and I only got access to some of its HLSL shaders, so I can't say how the pipeline exactly works. For what I know the gamma is done inside the engine (ie. in the host application) as there is nothing gamma related in the shaders. But I do not know the specifics.
I've attached a BMP, will this also help (instead of PNG)?
XR_3DA_2017-07-10_20-40-44-01.bmp