Anonymous
10/9/2025, 12:41:40 AM
No.106832194
[Report]
>>106832786
>>106833769
>>106834989
>>106836657
>>106836911
>>106837953
>>106839649
>>106845745
>>106847968
>>106853377
SDR
>Color primaries based off of real-world performance of CRTs at the time
>max signal is defined as comfortable white, which all displays can hit
>every half-competent display can achieve these targets and reproduce an image to the artist's intent, and even displays that aren't properly calibrated can get close due to all of the data being displayed without modification
HDR:
>spec is designed around a hypothetical display that can achieve Rec2020 color primaries and 10,000 nits
>the best consumer displays top out at around a 10th of the brightness and only extend to P3 color primaries
>the solution is for the display itself to dynamically tonemap HDR data that exceeds the display's capabilities
>how this occurs varies from display to display
I love HDR but working in/creating for this space is a pain in the ass. I can make HDR that looks great at 1000nits but looks like ass in SDR. How do we solve this problem? Games have HGIG, which overrides the tonemapping of the display in favor of the artist's tailored tonemapping solution, but movies and images don't have this luxury.
>Color primaries based off of real-world performance of CRTs at the time
>max signal is defined as comfortable white, which all displays can hit
>every half-competent display can achieve these targets and reproduce an image to the artist's intent, and even displays that aren't properly calibrated can get close due to all of the data being displayed without modification
HDR:
>spec is designed around a hypothetical display that can achieve Rec2020 color primaries and 10,000 nits
>the best consumer displays top out at around a 10th of the brightness and only extend to P3 color primaries
>the solution is for the display itself to dynamically tonemap HDR data that exceeds the display's capabilities
>how this occurs varies from display to display
I love HDR but working in/creating for this space is a pain in the ass. I can make HDR that looks great at 1000nits but looks like ass in SDR. How do we solve this problem? Games have HGIG, which overrides the tonemapping of the display in favor of the artist's tailored tonemapping solution, but movies and images don't have this luxury.