kramnelis
Gawd
- Joined
- Jun 30, 2022
- Messages
- 890
The color heat maps only show data transfer without the concern of hardware limits.The color heat maps can show 10,000 even when the display can't. Outside of one game in his examples where he said it was capped at 1000 (which I didn't post here). The horizon example was a 10,000nit map, as evidenced by the chart and the quote. I was showing that his other examples were staring up at the sun and so showed a few screenshots of the horizon walk through of the world where the typical scenes are not that bright commonly, even on open pathways.
Her armor plating on her back's occasional cascade of scintillation on a c1 or c2 oled would probably be at 725nit or 795nit in game mode, respectively (peak 2% window, non-sustained). A little higher for movies outside of game mode (751nit, 810nit). For momentary and dynamic highlights like that in small areas of the screen rather than massive static areas in ABL inducing scenes that is. In a dim to dark viewing environment this is still very appreciable highlight wise and looks great. Especially down the pixel contrasted with per pixel emissive oled and it's black depths. Mind blowingly good looking to me as compared to SDR or many of the "fake HDR" screens. Still I'm hopeful that advancements with oled heat sink tech and QD-OLED's ability to get higher color volumes out of lower energy states will push these numbers up more in the future. At least until micro LED is actually a mainstream thing and we might get 10,000nit HDR in consumer priced screens some years from now. By then we'll probably have higher PPD VR headsets with HDR and maybe even some early mixed reality headsets/glasses/goggles.
For the 3000nit and 10,000nit glints of sunlight off of metal or water, and staring at the sun in passing, etc. All of the screens will be using static tone mapping with a roll off.
For example, the LG CX's roll-offs are:
I don't know what the roll-offs are for the QD-OLEDS or the PG32ucg. The PG32UCG will show a much brighter range overall at HDR1400 (and sustained periods) but it's still compressing any HDR4000 or HDR10,000 content into what top end block of range remains after whatever the accuracy roll off point is that asus went with.
There is a lot of money on mappings such as Dolby Vision, Apple XDR, and ASUS PQ to handle the brightness data transferred from content.
They are trying to do the tone mapping and reverse tone mapping to make the monitor display its full protentional while not looking overexposed or underexposed. Manually mapping/grading from HDR 400 to HDR1400 is not efficient for distribution.
But overall, it depends on the monitor's hardware.