You really net a PROPER HDR implementation to make HDR look better than it's SDR counterpart. Tbh the best option for HDR on the G7 is to not use it. Like it is with most HDR400, HDR600 and even some HDR1000 monitors. And changing your game to send a lower signal will mess that up.īut even if you fight the washed out colors with manual oversaturation you still have another big problem at hand that will make HDR look bad: Raising the monitor brightness will also raise the black level. That is because the HDR tonemapping implementation in the G7 calls out for a 1000 nits signal. But after changing the colors to 100 100 100, the 600 nits setting matches perfectly, so is this really over-saturating?ĪC Odyssey in particular still looks pretty grayed out unfortunately but the brightness settings only match up when using 100 100 100. Using the 50 50 50 color balance, 600 nits (the brightness of the G7) made bright points like the sun look inverted so they looked like black holes or something, so I had to use like 1000 nits which is of course not the brightness of my monitor. In Assassins Creed games, there's a slider to set your monitor's brightness in nits. Unfortunately, manufacturers just love marketing their monitors as "HDR Ready" or "HDR10", but all that really means is that they support an HDMI/DP standard that supports an HDR signal, not they they are actually capable of displaying HDR content. Anything less isn't going to cut it, and things will look desaturated because the monitor is only really capable of displaying the middle part of the HDR range. HDR requires 600+ nits and full array local dimming (FALD) or a display technology where each pixel can be turned on/off like OLED or Micro LED. The G7 simply doesn't get bright enough for HDR, and while the VA panel helps with black levels because of the higher native contrast, it's still not true black, because of the always on LED backlight. That does kind of give more of an HDR-like pop, but it's still not HDR. Sort of? HDR typically has brighter and more vivid colors because of the higher dynamic range, so you're basically compensating here for the subpar HDR implementation by oversaturating.
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