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On Windows, this is usually caused by incorrect OS or monitor settings, as Godot
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currently does not support :abbr:`HDR(High Dynamic Range)` *output*
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(even though it may internally render in HDR).
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As `most displays are not designed to display SDR content in HDR mode <https://tftcentral.co.uk/articles/heres-why-you-should-only-enable-hdr-mode-on-your-pc-when-you-are-viewing-hdr-content>`__,
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it is recommended to disable HDR in the Windows settings when not running applications
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that use HDR output. On Windows 11, this can be done by pressing
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:kbd:`Windows+Alt+B` (this shortcut is part of the Xbox Game Bar app).
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To toggle HDR automatically based on applications currently running, you can use
If you insist on leaving HDR enabled, it is possible to somewhat improve the
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result by ensuring the display is configured to use :abbr:`HGIG(HDR Gaming Interest Group)`
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tonemapping (as opposed to :abbr:`DTM(Dynamic Tone Mapping)`), then
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`using the Windows HDR calibration app <https://support.microsoft.com/en-us/windows/calibrate-your-hdr-display-using-the-windows-hdr-calibration-app-f30f4809-3369-43e4-9b02-9eabebd23f19>`__.
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It is also strongly recommended to use Windows 11 instead of Windows 10 when using HDR.
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The end result will still likely be inferior to disabling HDR on the display, though.
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Support for HDR *output* is planned in a future release.
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The editor/project freezes or displays glitched visuals after resuming the PC from suspend
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