“With the advent of dual gain technology, where a high and low ISO are combined in one exposure, things started to change. We saw this technology early on in state of the art cinema cameras like the ARRI Alexa lineup, and they can be found on top of our “best of charts”. More recently this... Continue Reading →
PQ ≠ HDR10 ≠ BT.2100
Yesterday I looked at the SDR section of Practical HDR and Wide Color Techniques in Gran Turismo SPORT [1] and pointed out several instances where color gamut, OETFs/EOTFs, and standards were conflated. The HDR section of the presentation exhibits a similar pattern, this time treating HDR formats, transfer functions, and complete television-system recommendations as though... Continue Reading →
Gamma ≠ Gamut ≠ EOTF
A few distinct concepts may have become conflated in these slides from the presentation Practical HDR and Wide Color Techniques in Gran Turismo SPORT [1], particularly color gamut, OETFs and EOTFs, and the standards used in different applications. Although the presentation correctly introduces OETF and EOTF as separate stages of the imaging pipeline, the subsequent... Continue Reading →
The Gaming HDR Analysts Are Wrong
https://youtu.be/rv9P5grAxAE HDR Waveform: Real-time luminance levels of Dead Island 2 Advice That Ignores the Reality of Display Limitations Gaming HDR analysts advise setting the in-game White Point slider of Dead Island 2 to 1150, claiming it’s needed to unlock 1,000-nit highlights. They also recommend setting Brightness to 25, unironically stating that it represents “a balanced... Continue Reading →
Dead Island 2 Recommended HDR Settings
https://youtu.be/UGMp4Yol5gI “The next setting what we have is the Brightness setting, responsible for the overall brightness in the game. The standard factory setting is 25 and I found this actually a very good value to start with. I wouldn't increase or decrease this value too much because either you get Black Level crush or you... Continue Reading →
How to Kill a Game
Excessive bloom and volumetric fog are the bane of good visual design. Exhibit A GAJA Atef, Game Designer | LinkedIn The execution is a crime scene. The bloom just butchers it for me—it’s over-cranked, making the geometry look deformed. Wood is rough but the PBR looks unnaturally smooth. Real wood doesn’t glow like that. Adding... Continue Reading →
Shocker: 85% of the Most Impactful HDR Console Games Require Little or No Adjustment
https://youtu.be/1R5gz6O9erE?si=wdqelHiPeFp5dgNN That’s right! Provided (a) you’ve got a calibrated 1000-nit HDR display, (b) you’ve spent all of 30 seconds performing console-level HDR calibration and (c) you game in a controlled viewing environment, dialing in the picture of the very best HDR games could not be simpler. Half of the games listed are virtually plug-and-play. Findings... Continue Reading →