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Optifine uses a hard coded 24 bit framebuffer which does not support HDR. If Optifine were to use a 32 bit framebuffer it would lead to higher visual fidelity and a more accurate colour representation on true 10 bit monitors by allowing shaders to output in this colourspace.
Currently, if shader developers use rgba32f the output is still 24 bit when it reaches the view of the player resulting in SDR which is non-optimal for users with 10 bit panels and can feel underwhelming compared to other games with HDR support.
I am unsure how easy or hard this would be to implement but by lifting the hard cap used by Optifine when displaying to the screen from 24 bit to 32 (or enabling the shader developer to choose for themselves) would solve this problem.
-If this is buried so be it.
The text was updated successfully, but these errors were encountered:
Optifine uses a hard coded 24 bit framebuffer which does not support HDR. If Optifine were to use a 32 bit framebuffer it would lead to higher visual fidelity and a more accurate colour representation on true 10 bit monitors by allowing shaders to output in this colourspace.
Currently, if shader developers use rgba32f the output is still 24 bit when it reaches the view of the player resulting in SDR which is non-optimal for users with 10 bit panels and can feel underwhelming compared to other games with HDR support.
I am unsure how easy or hard this would be to implement but by lifting the hard cap used by Optifine when displaying to the screen from 24 bit to 32 (or enabling the shader developer to choose for themselves) would solve this problem.
-If this is buried so be it.
The text was updated successfully, but these errors were encountered: