If you don't know what it is, you have to measure it or decide what looks more right. In conclusion, you should specify in the calibration tab the calibration used on your display. But you have to specify this in the calibration tab. If, however, you only use MadVR as a source, or you're happy to have a different calibration for MadVR, or if your display is old and doesn't have a BT-2020 mode, then you can create a DCI-P3 calibration and ask madVR to convert the BT2020 content into DCI-P3. Usually, the source will send BT2020 without conversion, so if you want to use the same calibration for your UHD Bluray player and MadVR, you should use a BT2020 calibration. That way, UHD Bluray content needs only one calibration, and can display content graded in Rec-709, DCI-P3 or BT-2020 using the same container/calibration.
#Doom opengl 4.4 full#
But because DCI-P3 is only a stepstone towards the full gamut, it's wrapped into a BT2020 container. It should result in the same picture, as long as what the display expects matches what MadVR sends.ĭuring grading, the colorist usually has a DCI-P3 able monitor, so grades up to DCI-P3. For example, if your display can only reach DCI-P3, instead of creating a BT2020 calibration that will reach say 65% of BT2020, you'll create a DCI-P3 calibration that will reach 100% (or close) of DCI-P3. What MadVR allows you to do though is to convert any content to the maximum capability of your display. Most consumer displays do not go further than DCI-P3, but they still have to be calibrated to BT2020 to display say UHD Bluray content properly, for example with a UHD Bluray player. So if you don't do any conversion, your display should be calibrated to BT2020 (saturations), which doesn't mean that it has to reach BT2020.
![doom opengl 4.4 doom opengl 4.4](https://oph.mdrjr.net/meveric/other/pictures/gzdoom/gzdoom-4.png)
the content doesn't go further than P3), not the way the content is conveyed, which is BT2020.įrom a calibration point of view, there is no consumer content in DCI-P3. The DCI-P3 here only reports the mastering monitor capability (i.e. I suggested to Madshi to report it differently to avoid such confusion a long time ago, maybe as BT2020 or BT2020 (DCI-P3) or whatever wouldn't suggest a conversion. It's the -> sign that makes it confusing, because it suggests a conversion, as when MadVR converts it uses the > sign to signal it. What it means is that the container is BT2020, but the content doesn't go further than P3. MadVR reports the information in the OSD as BT2020 -> DCI-P3, which suggests that the content is converted to P3. It's not clear because Madshi for some reason doesn't want to change the way he reports the information (I respect whatever his reasons are, but it's just really confusing). One user pointed out it may be safer to select BT.2020 because the display expects a BT.2020 container. If it is a container, then DCI-P3 and BT.2020 should produce the same results, unless the BT.2020 mapping goes over the DCI-P3 limit. It is unclear if BT.2020 is a container in madVR like it is reported in the OSD or if the source is mapped to BT.2020 primaries. If you report BT.2020, then gamut mapping might be unnecessary as the source input is already BT.2020. Others report correct colors with BT.2020. Some users report correct colors with DCI-P3. That is probably a simpler way to think of things. So you are creating more space for specular highlights by choosing a higher peak nits value at the expense of shadow detail. At higher target nits, the more the low end is compressed creating black crush at 0 to 100 nits but adding more highlight detail at the top end. The closer to the display's actual peak nits, the more the top end is compressed leaving 0 to 100 nits pixels as close to normal as possible. I read a post that better explains target nits than the post above. A properly calibrated HDR display should be a little darker than SDR without crushing shadow detail. This will produce more highlights and a greater HDR effect.
![doom opengl 4.4 doom opengl 4.4](https://media.moddb.com/images/downloads/1/223/222754/rbdoom-3-bfg-20211020-134735-004.png)
![doom opengl 4.4 doom opengl 4.4](https://media.moddb.com/images/downloads/1/123/122681/Screenshot_Doom_20170512_204250.png)
So you should aim for the highest peak nits value you can use without crushing black. The result is more contrast and dynamic range. This is because the tone mapping is more gradual in the transition from dark to light. Increasing the peak nits value has a similar effect to increasing the gamma the image gets progressively darker. Target nits is completely up to preference and experimentation.