I finally figured out a way to do a capture of Syndicate ! YESSS !
EDIT: This is now a thread to present what a found out about the game rendering pipeline.
The game has a very weird buffer, which I think is used as the depth pre-pass ?
Red channel seems to have the depth, but Green and Blue have those strange gradient. Maybe some kind of "fract" over an axis ? No idea what this could used for.
@froyok yeah it's a way to store depth in eg 8 bit surfaces - store round in one channel and frac * 256 in another one
@BartWronski Interesting ! I didn't know about this method.
@froyok you can expand it to as many channels as you want (and apply non-linearities etc) - in the end, it's just integer bit math! :)
@BartWronski @froyok Is it then the easiest way to circumvent R16/R32/RFloat being unavailable? I thought they were implemented for quite a while now
@nick @BartWronski I imagine it was for performance/memory reasons, the game came out on PS3/Xbox360 at the time.