Okay…
Basically, the first HDR option uses a 10:10:10:2 framebuffer
10-bit red / green / blue 2-bit alpha (not important)
The second HDR option (scRGB) uses a 16:16:16:16 framebuffer
16-bit red / green / blue / alpha
HDR10 scRGB (16-bit)
- is higher quality; 16 is larger than 10
- is floating-point; it suffers less visible banding artifacts
- is based on Rec709 / sRGB color primaries, so well suited for consumer displays
HDR10 PQ (10-bit)
- uses half as much memory as scRGB
- … can’t think of anything else good about it
The PQ in this mode refers to
Perceptual Quantization
, it is a form of gamma used in HDR.Both of these formats eventually have PQ applied to them.
- “HDR10 PQ” pre-encodes the image using PQ gamma
- “HDR10 scRGB” renders the image without gamma and the driver applies PQ
In the end, the 16-bit scRGB HDR mode should be your goto for higher quality. It might incur a couple % more GPU load than the inferior 10-bit mode.
Technically, scRGB gets converted to HDR10 before your display gets a signal, but results are better if this conversion is from 16-bit color to 10-bit.
Probably shouldn’t have asked me… I just spit even more technical jargon at you,
D3D12 Version of Special K Tested For This Game:
dxgi.7z (7.6 MB)