▁However , ▁this ▁technique ▁did ▁not ▁allow ▁for ▁mult is ample ▁anti - ali asing ▁and ▁consum ed ▁twice ▁as ▁much ▁video ▁card ▁memory , ▁making ▁it ▁in fe as ible . ▁The ▁third ▁method , ▁shown ▁at ▁the ▁E 3 ▁convention ▁in ▁ 2 0 0 5 , ▁used ▁floating - point ▁data ▁to ▁define ▁the ▁R GB ▁color ▁space , ▁allowing ▁for ▁reason ably ▁efficient ▁storage ▁of ▁the ▁high - dynamic - range ▁data . ▁However , ▁this ▁method ▁also ▁did ▁not ▁allow ▁for ▁mult is ample ▁anti - ali asing , ▁and ▁was ▁only ▁compatible ▁with ▁N vidia ▁video ▁cards , ▁leaving ▁AT I ▁cards ▁unable ▁to ▁run ▁high ▁dynamic ▁range . ▁The ▁fourth ▁and ▁final ▁method ▁comprom ised ▁between ▁the ▁second ▁and ▁third ▁methods , ▁using ▁over br ight ening ▁text ures ▁sp aring ly ▁and ▁allowing ▁AT I ▁cards ▁to ▁render ▁H DR ▁in ▁a ▁different ▁way ▁to ▁the ▁N vidia ▁ones ▁while ▁nearly ▁producing ▁the ▁same ▁result . ▁ ▁The ▁final ▁version ▁of ▁Val ve ' s ▁high - dynamic - range ▁technology ▁adds ▁a ▁significant ▁number ▁of ▁light ing ▁effects ▁to ▁the ▁engine , ▁aim ed ▁at ▁making ▁the ▁game ▁appear ▁more ▁real istic . ▁Blo om ▁sh ading ▁was ▁introduced , ▁bl urr ing ▁bright ▁edges ▁in ▁the ▁game ▁world ▁and ▁em ulating ▁a ▁camera ' s ▁over ex pos ure ▁to ▁light . ▁This ▁is ▁combined ▁with ▁expos ure ▁control ▁to ▁tail or ▁the ▁effect ▁to ▁represent ▁the ▁human ▁eye . ▁For ▁example ,