musaqh.bsky.social
@musaqh.bsky.social
Are the images flipped here? I recall SDR having the blue tint from the color grading LUTs meanwhile the HDR code path skips them entirely, meaning missing grading.
September 24, 2025 at 3:15 PM
Reposted
@dark1x.bsky.social @dachsjaeger.bsky.social please call this out, it can't keep happening. This is like the 5th Unreal game this year that shipped without grading in HDR.

Let's do a DF video with Luma and RenoDX and bring some light to developers that are clearly struggling with this new tech.
September 24, 2025 at 3:22 AM
Reposted
And honestly I don't know which one is worse 😢.
SDR will eventually die, and players with either be forced to play on old tech, or play a version with broken mood.

I have easily applicable code to use SDR LUTs in the HDR grading path for Unreal, so if you need help with that, give me a call!
September 24, 2025 at 3:19 AM
Reposted
This is due to what we call "sRGB mismatch".
In SDR 90% of games encode colors with the sRGB formula, instead of using gamma 2.2, which is the formula that ~all displays use to decode. This causes a contrast boost near black in SDR that ends up missing in HDR, causing raised shadow in comparison.
May 14, 2025 at 1:48 PM