Quote:
Originally Posted by Asmodian
Well, I was addressing those artifacts in your test pattern.
I prefer perceptual myself, accuracy is not affected very much and the image looks better. I spent years using an absolute or relative (or luminescence axis) intent but once I got over my accuracy > all fixation I much prefer the image when using perceptual. And you never get clipping artifacts.
If the display's gamut is not very close to the source gamut then perceptual is not a good choice but when your display is already close to the source gamut then perceptual is my preferred choice.
I suggest testing the various intents and picking the one that looks best to you.
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Ok, I tried both relative colorimetric and perceptual.
Switched to D3D9 windowed, and both give these saturated color blotches on video.
I have wide gamut display, and certainly need to use 3dlut.
As far as I understand the problem, it's due to the fact that values 236-255 are not expected on input and simply not translated on output.
Is it correct? Or is there a way still to map them to the nearest color value that is in gamut for sRGB?