A little extra clarification: As steelmartin said, there are multiple types of HDR and I believe all cards shader model 2.0b and up support it in one fashion or another. That B is important, because I believe that FX5 series are excluded as SM2a products, at least as far as I know. Bigz will clear this up if I am incorrect, but I'm pretty sure that's how it works. SM3 supports a more robust HDR by a number of magnitudes, due to the fact that it has an FP16 buffer (which ATI cards do not until the x1800). It also is supposedly easier to code for and runs a hair more efficiently than the SM2 version, but that's to be expected as it's true for nearly all of the SM3/SM2 discussion. Until Valve released Lost Coast info, it was widely accepted that the only HDR in commercial gaming was Far Cry's latest patch, which only supported SM3 cards. So it's not that it's an NVidia mass smear campaign (though since it's been disproven they haven't exactly helped spread that information), it's that nobody figured out how to do the same thing in SM2 until after it was already done in SM3. However, the difference won't be noticed for many end users, as most current-market TFTs support a max of 1000:1 contrast ratio, and that's for a fairly expensive one (heh heh). So, is a valid misconception to clear up, but not because it was an NV smear campaign...it's because until valve bothered to do it, it wasn't even known to be able to be done.