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.
24.09.2025 15:15 — 👍 0 🔁 0 💬 0 📌 0
@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.
24.09.2025 03:22 — 👍 60 🔁 4 💬 3 📌 0
The state of HDR in the game industry right now is catastrophic.
Silent Hill F, AAA game, shipped w/out color grading in HDR, on top of the raised blacks that come with all UE HDR games
It doesn't look as it's supposed to in HDR, atmospehre is completely gone, devs either didn't know or care for it
24.09.2025 03:14 — 👍 94 🔁 14 💬 11 📌 11
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!
24.09.2025 03:19 — 👍 13 🔁 2 💬 1 📌 0
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.
14.05.2025 13:48 — 👍 14 🔁 3 💬 2 📌 0