sqRGB or PQ HDR Support > with settings

Can we please get sqRGB support for HDR or PQ HDR ?
HDR10 is not real HDR, it’s incredibly bad and overexposes everything on the PC.
Unless you got a proper OLED monitor it won’t look decent.

I am using a HDR monitor with 672nits of peak brightness with a few local dimming zones.
it’s not a FALD but it’s really capable of sweet HDR.
Yet in MSFS everything is blown out.

There is not a single option to change HDR settings.
Please consider this Asobo

HDR10 uses the PQ scale to represent luma values from 0 to 10,000 nits for each pixel. If the pixels are overexposed, that’s MSFS’s choice, not anything to do with the pixel format, and won’t be different using an scRGB 16-bit-per-channel float surface.

I recommend folding this into an existing thread to consolidate votes on adding some settings, such as:

https://forums.flightsimulator.com/t/hdr-settings-for-peak-brightness-whitepoint-tone-mapping/440696

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but isn’t HDR10 locked down?
Don’t think HDR10 allows fine control tuning, correct me if i’m wrong tho.

Also thanks for the links, i need to read through these soon. :+1:

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HDR10 is a pixel format that packs three 10-bit channels into a 32-bit number. Each is scaled according to the PQ scale, which provides more detail in the darker parts but allows scaling as high as 10,000 nits. PQ is an absolute scale – pixel values map to standard brightnesses in nits, which is different from how SDR uses a relative scale. This is why Windows has a config slider for the relative brightness between SDR and HDR imagery (it scales the SDR imagery up and down and keeps the HDR imagery fixed).

scRGB is a 16-bit-per-channel float format, which uses a linear scale rather than PQ, but also is in the fixed-absolute-brightness HDR luminance space. So PQ (10-bit integer) and scRGB (16-bit float) values can be converted back and forth by applying or removing the PQ curve. I don’t think there’s really much that should affect scaling depending on using one surface or the other – but you never know, Windows is wacky. :wink:

Now – there’s an additional wrinkle in general with HDR which is that monitors will have some maximum brightness they can actually handle, and they may or may not report that correctly back to Windows.

On my monitor, it maxes out at 400 nits (not great, but a taste of HDR!) and it is correctly reporting back, so MSFS appears with some tone-mapping or something to keep everything within 400 nits. But I’ve heard a lot of people complaining it’s not working right on their monitors, even with higher max brightnesses, and everything’s completely blown out.

That’s a problem and better tools are necessary. Windows itself is adding new HDR tuning parameters in the new Windows Insiders builds, but it’s gonna be a few months before that trickles out to regular Windows 11 users. And even then, just having a ■■■■ exposure slider & max brightness slider in-game is like, industry best practice. :stuck_out_tongue: They really should add em. :smiley:

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Appreciate the explanation mate!
HDR in windows is indeed quite poor so i’m happy that microsoft is finally addressing that.
Maybe i should opt in for the win 11 dev build some time soon.

I recently reverted back to windows 10 cuz windows 11 kind off killed my productivity workflow.
If Asobo decides to add some HDR settings I would be quite happy.
fine tuning with some settings is never a negative even on a 2000 nits panel.

I am making a shift to the QD-OLED monitors once they come out, but I would love to enjoy HDR now.
Other titles with HDR settings look pretty acceptable to me, while HDR10 on/off toggles only titles often blow out things for me.
even tho the profile in windows shows my max nits as well.

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