The point is to show it’s uncapped, since SDR is just up to 200 not. It’s not tonemapped in the image.
But, please, continue to argue in bad faith and complete ignorance.
The point is to show it’s uncapped, since SDR is just up to 200 not. It’s not tonemapped in the image.
But, please, continue to argue in bad faith and complete ignorance.
This is a trash take.
I just wrote the ability to take a DX9 game, stealthy convert it to DX9Ex, remap all the incompatibility commands so it works, proxy the swapchain texture, setup a shared handle for that proxy texture, create a DX11 swapchain, read that proxy into DX11, and output it in true, native HDR.
All with the assistance of CoPilot chat to help make sense of the documentation and CoPilot generation and autocomplete to help setup the code.
All in one day.



Translation: If we can’t track you, you’re of no interest to us.
If you’re talking browsers it’s poor. But HDR on displays is very much figured out and none of the randomness that you get with SDR with user varied gamma, colorspace, and brightness. (That doesn’t stop manufacturers still borking things with Vivid Mode though).
You can pack HDR in JPG/PNG/WebP or anything that supports a ICC and Chrome will display it. The actual formats that support HDR directly are PNG (with cICP) and AVIF and JpegXL.
Your best bet is use avifenc and translate your HDR file. But note that servers may take your image and break it when rescaling.
Best single source for this info is probably: https://gregbenzphotography.com/hdr/