Renderer: High quality inverse tonemapping for SDR on HDR. #11341
Unanswered
Quackdoc
asked this question in
Feature requests - Renderer
Replies: 0 comments
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
-
Apologies, I am quite new to hyprland so I may have missed some configurations.
Describe the feature
It would be nice if hyprland supported a higher quality inverse tonemapping solution
Why would it be beneficial
Currently enabling hyprland's always on HDR often results in rather not great SDR application quality. Even configuring display settings below, it can be very hard, if not impossible to make HDR look decent. Colours often look washed out. black levels rarely line up, even when setting min luminance, and it's hard to strike the right balance of saturation in colours.
Related issues are:
#10264
#10950
These issues are not limited to any one display. Having a better tonemapper would be quite appreciated.
To put into perspective, I found that using the below MPV cmdline to produce better results in both watching normal videos, but also for general use (tested by capturing the SDR as a screen recording then playing it back) I have played around with cm.glsl and I do think implementing a better tonemapper in there is a viable solution. I haven't quite figured it since I wanted to port bt.2446a https://www.itu.int/dms_pub/itu-r/opb/rep/R-REP-BT.2446-1-2021-PDF-E.pdf (page 10 in the document, page 24 in the pdf itself) but that operates on YCbCr which may be a bit expensive to compute and im still learning the color management chain.
Note: Many users will find that using a pure 2.2 for all srgb applications will look better in most cases now. I think this should be configurable (if this could be on a per window basis then defaulting to pure 2.2 would be a safe choice, for now I just modified
~/.config/hypr/shaders/CM.glsl)Beta Was this translation helpful? Give feedback.
All reactions