Let's do a DF video with Luma and RenoDX and bring some light to developers that are clearly struggling with this new tech.
Let's do a DF video with Luma and RenoDX and bring some light to developers that are clearly struggling with this new tech.
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!
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!
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.
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.