# Gamma-Correct rendering without floating-point rendertargets

When using a gamma-correct pipeline, you have to work with floating-point rendertargets. Otherwise, you will get severe banding due to the insufficient precision of the usual 8-bit-per-channel integer rendertargets.

Is there any way around this? Any good way to implement gamma-correct rendering without using floating-point rendertargets?

This is on desktop PCs using Windows and DirectX.