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@DarkKilauea DarkKilauea commented Jul 18, 2024

Implements: godotengine/godot-proposals#10817 for Windows.

Overview

This PR enables the ability for Godot to output to HDR capable displays on Windows. This allows Godot to output brighter images than allowed in SDR mode and with more vibrant colors.

HDR output is implemented using Extended Dynamic Range (EDR), which is a technique that preserves the SDR range (of 0 to 1) while extending the upper range to include brighter values, up to the maximum brightness of the display. This approach preserves the shadows and darker areas of the scene while allowing highlights to reach much brighter values.

It also allows for 2D content take advantage of HDR displays by producing brighter colors that have a value over 1.0, without having to opt into tonemapping and the effects pipeline. 2D and 3D content can also be mixed in the same scene while keeping a consistent brightness between the two, based on a shared "reference" luminance.

Testing/Sample projects:

  1. https://github.com/DarkKilauea/godot-hdr-output
  2. https://github.com/allenwp/godot-hdr-output-test-project
  3. [WIP Draft] The HDR mega-PR #110701 This PR combined with other related PRs

Examples (converted to SDR to work on all browsers):

SDR HDR
sponza_hdr_disabled sponza_hdr_enabled
tester_hdr_disabled tester_hdr_enabled

Examples (HDR images, may not display correctly on all browsers):

SDR HDR
sponza_hdr_disabled sponza_hdr_enabled
tester_hdr_disabled tester_hdr_enabled

Supported Platforms:

  • Windows

Supported Graphics APIs:

  • D3D12
  • Vulkan (not supported on Windows, but included in this PR for use with other platforms)

Supported HDR Formats:

  • scRGB (Linear 16-bit color)

Supported Tonemappers:

  • Linear
  • Reinhard
  • AgX

Features:

  • Request a HDR capable swap chain for a window at runtime
  • Automatic luminance adjustment for each window
  • Automatic switching between HDR and SDR output as OS settings change or as the window moves between monitors
  • Opt-in manual control of luminance output for each window
  • Editor automatically updates to use HDR when changed in project settings

Limitations:

  • Enabling HDR output on Windows requires Godot to use the D3D rendering driver.
  • Only the Linear, Reinhard, and AgX tonemappers extend into the additional headroom of the display. This is due to the Flimic and ACES being designed for SDR displays. Updating them to output to an HDR range is not trivial.
  • The default tone map when previewing 3D scenes has been disabled since the default of Flimic is not suitable for HDR preview, and its settings weren't a great fit for SDR scenes either.
  • HDR output requires viewports to enable hdr_2d to output the additional dynamic range needed for HDR displays. Blending, glow, color correction, brightness, contrast, and saturation adjustments may look different when hdr_2d is enabled. hdr_2d will automatically be enabled for windows that turn on HDR output, which may result in a change in appearance of the scene. It's advised that applications planning to support HDR output create their content with hdr_2d enabled, even when HDR output is disabled. Future PRs may resolve some of these remaining differences.
  • The compatibility rendering method is not supported, due to it targeting lower end devices that may not support the extensions required for OpenGL to output to HDR capable swap chains.

Follow up work:

Trackers:

Getting Started

Project Settings

  1. Enable display/window/hdr/enabled (you may need to enable Advanced Settings first): image
  2. Optional (but recommended): Enable rendering/viewport/hdr_2d: image
  3. Adjust the environment of your 3D scenes to use Linear, Reinhard, or AgX as the tonemapper: image

Runtime

  1. First, check that HDR is available (optional: if you turn on HDR for a window that does not support it, HDR will be enabled later when support becomes available):
var window := get_window();
var hdr_supported := window.is_hdr_output_supported();
if hdr_supported:
	print("HDR is supported!");
else:
	print("HDR is not supported.");
  1. Next, we can enable it on our current window:
if hdr_supported:
	var window := get_window();
	window.hdr_output_requested = true;
  1. Adjust the environment of your 3D scenes to use Linear, Reinhard, or AgX as the tonemapper: image

Help Needed

Please give this a test, either with the linked sample project or with your own projects, and give feedback. Specifically I'm looking for input on how easy this feature was to use and if you encountered any issues with your particular display, OS, or driver configuration.

Remaining Work / Issues

@Calinou
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Calinou commented Jul 19, 2024

I gave this a quick test locally (on Windows 11 23H2 + NVIDIA 560.80 + LG C2 42"), it works as expected. This is encouraging to see, I've been wanting this for a while 🙂

I'll need to look into building more extensive scenes and getting tonemapped screenshots/videos out of this. 2D HDR also needs to be tested thoroughly.

Remember that JPEG XL or AVIF for images and AV1 for videos are a must for HDR, as other formats can only store SDR data. You may need to embed those in ZIP archives and ask users to preview them in a local media player, as GitHub doesn't allow uploading those formats and browsers often struggle displaying HDR correctly.

I noticed some issues for now:

  • Having RTX HDR enabled will mess with the HDR that is enabled in the editor. It will continuously enable and disable itself whenever you make any input in the editor (and disable itself after being idle for a second). This is also an issue on master with HDR disabled.
  • HDR Max Luminance affects both 2D (UI) and 3D rendering. Is that intended?
  • The HDR editor setting is not applied instantly when you change it, even though the demo project shows a working example of it being toggled at runtime. You can update the viewport's status based on editor settings here:
    void EditorNode::_update_from_settings() {
  • There doesn't appear to be a paperwhite setting you can use to adjust UI brightness. This is typically offered in games to prevent the UI from being too bright. Using a paperwhite value around 200 nits is common, since a lot of OLED displays cap out at that brightness level in SDR. Either way, this should be exposed in the project settings and the documentation should recommend exposing this setting to player (just like HDR peak luminance).
    • There should also be a way for unshaded materials to base themselves on paperwhite, so that Sprite3D and Label3D used for UI purposes are not overly bright in HDR. I suppose this would be a BaseMaterial3D property or a shader render mode.
      • In the interest of compatibility, we may not be able to enable this by default in Sprite3D due to VFX usage (where HDR display can be intended), but for Label3D, we may be able to safely default to this.

See the settings exposed by the Control HDR mod for an example of a best-in-class HDR implementation (related video):

control_hdr_mod_settings.mp4

Interesting, that UI seems to use the term "paperwhite" in a different way, and has a dedicated setting for the brightness of UI and HUD elements.

@DarkKilauea DarkKilauea force-pushed the rendering/hdr-output branch 2 times, most recently from 88beb60 to 8df131d Compare July 19, 2024 06:30
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I gave this a quick test locally (on Windows 11 23H2 + NVIDIA 560.80 + LG C2 42"), it works as expected. This is encouraging to see, I've been wanting this for a while 🙂

Thanks for taking a look!

I noticed some issues for now:

* Having RTX HDR enabled will mess with the HDR that is enabled in the editor. It will continuously enable and disable itself whenever you make any input in the editor (and disable itself after being idle for a second). This is also an issue on `master` with HDR disabled.

* See [[4.3 Beta 3] Strange editor brightness and colors caused by RTX Dynamic Vibrance affecting the editor #94231](https://github.com/godotengine/godot/issues/94231). We should see if we can forcibly disable RTX HDR and RTX Dynamic Vibrance for the editor using a NVIDIA profile. I haven't seen options for those in NVIDIA Profile Inspector so far.

Odd that NVidia's RTX HDR doesn't detect the HDR color space and avoid messing with the final swap chain buffer. Auto-HDR in Windows 11 appears to avoid messing with Godot when HDR is enabled. Updating the NVidia Profile may be outside the scope of this PR and be best done with a more focused PR.

* HDR Max Luminance affects both 2D (UI) and 3D rendering. Is that intended?

For the initial draft, yes, everything is mapped using the same tonemapper. However, we should map UI elements to a different brightness to avoid them being too bright. For now, that can be worked around with dimming the brightness of any UI elements via the theme, but I would like to fix that in this PR.

* The HDR editor setting is not applied instantly when you change it, even though the demo project shows a working example of it being toggled at runtime. You can update the viewport's status based on editor settings here: https://github.com/godotengine/godot/blob/ff8a2780ee777c2456ce42368e1065774c7c4c3f/editor/editor_node.cpp#L356

I haven't looked into configuring the editor to use HDR yet. Will do after I figure out how to properly tone map UI elements, if you enable HDR on the editor now, the UI is a little unpleasant.

* There doesn't appear to be a paperwhite setting you can use to adjust UI brightness. This is typically offered in games to prevent the UI from being too bright. Using a paperwhite value around 200 nits is common, since a lot of OLED displays cap out at that brightness level in SDR. Either way, this should be exposed in the project settings and the documentation should recommend exposing this setting to player (just like HDR peak luminance).

Agreed, UI elements and other 2D elements should probably be mapped to a different brightness curve. I'll probably have to figure out where in the engine 3D and 2D elements are composited together and perform the tone mapping there.

  * There should also be a way for unshaded materials to base themselves on paperwhite, so that Sprite3D and Label3D used for UI purposes are not overly bright in HDR. I suppose this would be a BaseMaterial3D property or a shader render mode.

    * In the interest of compatibility, we may not be able to enable this by default in Sprite3D due to VFX usage (where HDR display can be intended), but for Label3D, we may be able to safely default to this.

That might be outside of the scope of this PR. I'm not sure how I would indicate that certain 3D elements need to be mapped using a different brightness curve once they are all combined into the same buffer. It would be similar to trying to avoid sRGB mapping certain rendered elements.

For now, this can be worked around by decreasing the brightness of the color of these elements.

See the settings exposed by the Control HDR mod for an example of a best-in-class HDR implementation (related video):
control_hdr_mod_settings.mp4

Interesting, that UI seems to use the term "paperwhite" in a different way, and has a dedicated setting for the brightness of UI and HUD elements.

Baldur's Gate 3 and Cyberpunk 2077 also have really nice HDR settings menus. I've been basing some of this work off their approach, though modifying contrast and brightness I'm leaving up to Environment since those effects are already there.

Thanks again for your comments! I'll add some TODO items to the description for tracking.

@Jamsers
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Jamsers commented Aug 28, 2024

Can you use any Godot project to test this PR? Bistro-Demo-Tweaked and Crater-Province-Level both use physical light units, and use as close to reference values for luminosity on light sources. (i.e. the sun at noon is 100000 lux, the moon at midnight is 0.3 lux)

I'd love to help test this PR but unfortunately I don't have HDR hardware ☹️

@alvinhochun
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I recently got a monitor that supports fake HDR DisplayHDR 400 so I thought I could give this a try, but on Intel UHD 620 it prints "WARNING: HDR output requested but no HDR compatible format was found, falling back to SDR." and doesn't display in HDR. I was kind of expected this since it is using Vulkan, but I'm a bit surprised it works for you, even on windowed mode no less. I guess there is some special handling in the NVIDIA driver?

Anyway, adding HDR output to D3D12 should be trivial and I might give it a try. (No promises!)


Shall we also consider implementing HDR display for the compatibility renderer? I am not sure if native OpenGL can do HDR, but it is very possible to implement on Windows with the help of ANGLE and some manual setting up.

@fire
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fire commented Aug 28, 2024

This needs a rebase on master, but I have a https://www.dell.com/en-ca/shop/alienware-34-curved-qd-oled-gaming-monitor-aw3423dw/apd/210-bcye/monitors-monitor-accessories HDR display.

I can help test.

@DarkKilauea
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Can you use any Godot project to test this PR? Bistro-Demo-Tweaked and Crater-Province-Level both use physical light units, and use as close to reference values for luminosity on light sources. (i.e. the sun at noon is 100000 lux, the moon at midnight is 0.3 lux)

I'd love to help test this PR but unfortunately I don't have HDR hardware ☹️

You should be able to test with any scene, though keep in mind that the realistic light units will not map directly to the brightness of the display. Consumer desktop displays typically don't go much above 1000 nits on the high end, which is far too dim to simulate sunlight. Values from the scene will be mapped to a range fitting within the max luminosity set for the window.

@DarkKilauea DarkKilauea force-pushed the rendering/hdr-output branch from b2bd1a1 to 728912f Compare August 29, 2024 08:49
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Here are the changes to get Rec. 2020 HDR output on D3D12: master...alvinhochun:godot:hdr-output-d3d12

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Quote

HDR (blown out a bit, looks better on an HDR display): image

SDR: image

The over-exposure in your screenshot is expected, but the colours are oversaturated because it is missing a colour space conversion. The colours need to be converted from BT.709 primaries to BT.2020 primaries. This is how it should look with the correct colours:

image

The conversion may be done with something like this:

diff --git a/servers/rendering/renderer_rd/shaders/color_space_inc.glsl b/servers/rendering/renderer_rd/shaders/color_space_inc.glsl
index 3583ee8365..76305a8a3c 100644
--- a/servers/rendering/renderer_rd/shaders/color_space_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/color_space_inc.glsl
@@ -19,6 +19,15 @@ vec3 linear_to_st2084(vec3 color, float max_luminance) {
        // max_luminance is the display's peak luminance in nits
        // we map it here to the native 10000 nits range of ST2084
        float adjustment = max_luminance * (1.0f / 10000.0f);
+       color = color * adjustment;
+
+       // Color transformation matrix values taken from DirectXTK, may need verification.
+    const mat3 from709to2020 = mat3(
+          0.6274040f, 0.0690970f, 0.0163916f,
+          0.3292820f, 0.9195400f, 0.0880132f,
+          0.0433136f, 0.0113612f, 0.8955950f
+       );
+       color = from709to2020 * color;

        // Apply ST2084 curve
        const float c1 = 0.8359375;
@@ -26,7 +35,7 @@ vec3 linear_to_st2084(vec3 color, float max_luminance) {
        const float c3 = 18.6875;
        const float m1 = 0.1593017578125;
        const float m2 = 78.84375;
-       vec3 cp = pow(abs(color.rgb * adjustment), vec3(m1));
+       vec3 cp = pow(abs(color.rgb), vec3(m1));

        return pow((c1 + c2 * cp) / (1 + c3 * cp), vec3(m2));
 }

@DarkKilauea DarkKilauea force-pushed the rendering/hdr-output branch from 728912f to 56d27a6 Compare August 31, 2024 02:29
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Rebased after the recent D3D and AgX changes. This one was a little hairy, so I'd appreciate some retesting to ensure nothing broke. Everything looked ok in my sanity checks.

I also changed the default reference luminance (when it cannot be queried from the OS) to 200 nits to match @allenwp's observations.

@DarkKilauea
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The solution to these issues would be to simply clip to output_max_linear_value, either in tonemap.glsl or blit.glsl.

I believe if we do any clipping that it should be done in blit.glsl not in tonemap.glsl. My concern with having the Linear tonemapper clip is anyone who is using a viewport destined for a texture and does not want the output clipped to the window. Right now, there is no way to avoid that (after tonemap_to_screen was removed) if we clip in the linear tonemapper.

@allenwp allenwp force-pushed the rendering/hdr-output branch from fde15b3 to ba867e9 Compare December 4, 2025 21:51
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allenwp commented Dec 4, 2025

Latest rebase

This mostly looked good! Thanks for doing this!! I've pushed a commit to fix up a couple of things so that my big overhaul to tonemapping and AgX with HDR is now complete. I did another trivial rebase while I was at it, since I needed for force push anyway.

Comments and minor changes

I've added a number of comments to document our rationale; normally a developer would be able to look at the PR to determine this, but there's no way anyone in the future will be searching through the hundreds of comments of this PR to find this information, so it's important for these notes to be presented in code comments.

I've fully removed the float hdr_linear_luminance_scale variable from D3D12 and Metal because these drivers have strictly defined values. It makes sense to keep this variable for Vulkan for its use in the Android PR, for example.

Clipping

I've added clipping to output_max_linear_value because of the rationale I described in this comment. This may have a noticeable impact on the appearance of bright colours when using the Linear tonemapper with some displays compared to the previous state of this PR and I really do think this is a good thing. This clipping is very helpful in producing consistent colours between SDR and HDR mode. If you're used to the existing behaviour of this PR, it might take some getting used to, but I think this new behaivour will be ideal for any developers who are creating a game that runs in both SDR and HDR mode.

Docs changes

I've done a second pass on the docs for Window.get_output_max_linear_value(). In this revision, I've modified the sample code to be more flexible for colours that do not have a component that equals 1.0 by introducing a normalize_color function. I've been using this normalize function in my test project and find it's the most convenient way to use get_output_max_linear_value(). I also added notes that this approach can only be used when using no tonemaping or the Linear tonemapper.

func _process(_delta: float):
	# output_max_linear_value may change often, so do this every frame.
	# max_linear_value is only valid when using no tonemapping or the
	# Linear tonemapper.
	var max_linear_value = get_window().get_output_max_linear_value()
	# Replace this with your color:
	var original_color = Color.PURPLE
	# Normalize to max_linear_value to produce the brightest color possible,
	# regardless of SDR or HDR output:
	var bright_color = normalize_color(original_color, max_linear_value)


func normalize_color(srgb_color, max_linear_value = 1.0):
	# Color must be linear-encoded to use math operations.
	var linear_color = srgb_color.srgb_to_linear()
	var max_rgb_value = maxf(linear_color.r, maxf(linear_color.g, linear_color.b))
	var brightness_scale = max_linear_value / max_rgb_value
	linear_color *= brightness_scale
	# Undo changes to the alpha channel, which should not be modified.
	linear_color.a = srgb_color.a
	# Convert back to nonlinear sRGB encoding, which is required for Color in
	# Godot unless stated otherwise.
	return linear_color.linear_to_srgb()

Editor changes

I noticed the ColorPicker needs to be enhanced to work with HDR output in addition to the other editor previews.

I believe the "Enable HDR for editor previews when HDR output is enabled" commit should be separated into its own followup PR (similar to the Android HDR PR) in order to improve the review process: This way, members who are experts in reviewing editor changes will be able to focus on editor changes, rather than needing to wade through the vast number of changes of this PR that are not related to the editor. Besides that commit, this PR has almost zero changes to the editor, and I think this is a good thing for the review process.

This "[HDR output] editor enhancements" PR that adds all of the non-critical editor changes can be used to track other things that come up, like the ColorPicker.

As another benefit, it means we can keep this PR in a "ready to merge" state so we can get it into 4.7 dev 1 without risk of editor enhancements blocking it :)

Squashing

As always, go ahead and squash my commits when you've reviewed them; I simply left them separate for it to be easier to see what I've changed.

@DarkKilauea DarkKilauea requested a review from allenwp December 6, 2025 01:24
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This mostly looked good! Thanks for doing this!! I've pushed a commit to fix up a couple of things so that my big overhaul to tonemapping and AgX with HDR is now complete. I did another trivial rebase while I was at it, since I needed for force push anyway.

Thanks for that! Squashed in most of the changes.

I've fully removed the float hdr_linear_luminance_scale variable from D3D12 and Metal because these drivers have strictly defined values. It makes sense to keep this variable for Vulkan for its use in the Android PR, for example.

I ended up removing the change in logic here for a couple reasons:

  1. It started producing warnings anytime HDR was toggled in Windows due to Windows trying to set the linear scale on D3D12. I tried fixing the error by updating the display server, but realized that requires the display server to understand what underlying renderer was being used, since Vulkan still needs to set 80 for those that want to use a custom engine that enables HDR in Vulkan, but nothing should be called for D3D12.
  2. This is an internal API that should never be exposed to the user. It doesn't need the same level of error checking for misuse as public APIs. We can trust the display server implementations to do the right thing here for their platforms, given they are likely the only ones to understand what is needed. Linear scale is a display server concept, not a renderer one.

I noticed the ColorPicker needs to be enhanced to work with HDR output in addition to the other editor previews.

This is likely a quick change to enable hdr_2d here.

I believe the "Enable HDR for editor previews when HDR output is enabled" commit should be separated into its own followup PR (similar to the Android HDR PR) in order to improve the review process: This way, members who are experts in reviewing editor changes will be able to focus on editor changes, rather than needing to wade through the vast number of changes of this PR that are not related to the editor. Besides that commit, this PR has almost zero changes to the editor, and I think this is a good thing for the review process.

Yea, that makes sense, assuming we plan to actually merge the editor changes in 4.7. Without them, the editor looks strange in places with HDR on, which is not a great experience.

I requested another review since all suggestions have been completed, would love to see another approval to unblock merging.

@allenwp
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allenwp commented Dec 6, 2025

I ended up removing the change in logic here for a couple reasons

Oh, good catch; thanks for having my back. I thought I did a thorough search of references to it, but I must have overlooked a scenario.

Yea, that makes sense, assuming we plan to actually merge the editor changes in 4.7. Without them, the editor looks strange in places with HDR on, which is not a great experience.

Yep, for sure. I want to make sure this PR gets into 4.7 dev 1, so long as no issues are discovered with it. Editor enhancements can easily make it in shortly afterwards, but if they end up being in a different dev release, it's no big deal.

I requested another review since all suggestions have been completed, would love to see another approval to unblock merging.

Done! I don't know of any remaining issues with this PR. I'll keep testing on Steam Deck/Wine to verify that things don't look problematically dark with the 200 nits reference luminance...

@allenwp
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allenwp commented Dec 9, 2025

While testing, I was connecting and disconnecting monitors a fair bit and got into a situation where Godot reported this error:

ERROR: platform\windows\display_server_windows.cpp:1646 - Failed to get SDR white level for screen: 1, adapterId: 0x000000000000CDAA, id: 4352

And then stopped responding entirely to changes in SDRWhiteLevel, regardless of whether I turned "request HDR output" on or off or moved the window between displays. I took a look at the code and noticed that it was written such that it would stop attempting to read changes in SDRWhiteLevel after the first failed attempt, as suggested by @bruvzg.

I've committed and squashed a change to only stop reporting error messages instead of permanently giving up on reading SDRWhiteLevel for the display. This should resolve the issue that I had, but is different than the logic that @bruvzg suggested. Feel free to clean it up further, but the previous suggestion to block future attempts to read SDRWhiteLevel is not functional, it seems.

@DarkKilauea
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Another rebase to bring in the beta 1 bits. No other changes.

@allenwp
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allenwp commented Dec 19, 2025

I've made a draft for a new HDR output manual page along with a draft for an official HDR output demo project. Please give those a look and provide feedback! I'm sure many of us have had some thoughts about how best to instruct HDR output usage and how it can be demonstrated to new users, so I'd like to hear if I've captured the key points or have introduced anything that may only add confusion.

I've also renamed my old test project to be a "Godot HDR output porting test project ". This older test project is designed solely for implementing the HDR output feature on new platforms. The official HDR output demo project supersedes it for general demonstration purposes.

Finally, I've created trackers for HDR output-related proposals and issues & PRs. Please feel free to post on those threads whenever you create a new item that should be added to one of those trackers.

@DarkKilauea Would you mind updating the description of this PR to include some of those links if you have time? (Also, I'm not sure if your old test project is entirely suitable anymore: I notice that it has the old Rec. 2020 colour triangle, but this is entirely clipped to Rec. 709 now...) No rush, of course, and thanks as always!

@DarkKilauea
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I've made a draft for a new HDR output manual page along with a draft for an official HDR output demo project. Please give those a look and provide feedback! I'm sure many of us have had some thoughts about how best to instruct HDR output usage and how it can be demonstrated to new users, so I'd like to hear if I've captured the key points or have introduced anything that may only add confusion.

Thanks for that! I've added links to the description.

Would you mind updating the description of this PR to include some of those links if you have time? (Also, I'm not sure if your old test project is entirely suitable anymore: I notice that it has the old Rec. 2020 colour triangle, but this is entirely clipped to Rec. 709 now...) No rush, of course, and thanks as always!

Links have been updated. I also updated the screenshots and getting started guide. Thanks again for all the help!

@allenwp
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allenwp commented Jan 10, 2026

Thanks!

From the description:

Blending, glow, color correction, brightness, contrast, and saturation adjustments may look different when hdr_2d is enabled.

Most of these are no longer the case. I implemented fixes in 4.6 to correct this behaviour: now only blending is different when hdr_2d is enabled.

Also, I'm not sure that the advice in the Getting Started -> runtime is a good idea. Setting request HDR output is something that should be done independently of whether the window currently supports HDR output. I expect this approach of checking to see if the window currently supports HDR output should only be used for determining how player-facing settings are presented, which doesn't appear to be what this section of getting started is demonstrating.

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