4 ms·
Normal maps, certainly. I was more confused by the parent's claim that this applied to "pretty much all modern 3D rendering". With video game graphics I'm surp
by bscphil 4y ago
Normal maps, certainly. I was more confused by the parent's claim that this applied to "pretty much all modern 3D rendering".
With video game graphics I'm surprised that PC games aren't handled differently. To the extent that TVs aren't garbage (huge assumption) traditional SDR TVs mostly target sRGB. But PC monitors can be almost anything, there are a ton of wide gamut (e.g. P3) screens out there, and saturated games can be retina-searing on them.
- csande17 4y agoIt'd probably be reasonable to say the output of a game's 3D renderer is sRGB or something, and to call the eye-searing colors on your P3 monitor a bug. But I think kaetemi's comment was talking about the intermediate calculations, which don't usually use sRGB. The "linear" color space used for those doesn't need to have a rigorous definition; even if there's no mathematically correct way to map a video-game-linear color to an sRGB color, the game company just hand-tweaks it until the game looks good.
- andreareina 4y agoIt sounds like gp's issue is only with games, i.e. everything else is rendering correctly. Which sounds to me like the video driver isn't applying the correct output profile (but the OS does so regular applications work). Can you actually specify a color profile in the driver itself? I haven't had a color managed workflow in forever but I remember only ever being able to tell the OS.
- bscphil 4y agoYeah, I believe the issue here is that games are not usually color managed because that would require tagging the rendered image with a space and then converting it, which would probably delay the render by at least a frame.
- kaetemi 4y agoThe output is either linear RGB in modern pipelines or unspecified probably-sRGB for older pipelines (which usually have wrong lighting math). It's the driver that does the linear RGB to display space conversion when the engine swaps the render buffer. In the case of non-specified probably-sRGB color space I have no idea if it converts from sRGB to your display space, or if it just does nothing because it not specified.