wide gamuts - pretty awesome

monitorrat

Limp Gawd
Joined
Jun 7, 2010
Messages
221
For photo work (NOT movies/tv/games since non of them use beyond sRGB) they do make a heck of a difference.

And although everyone says all they do is add some intense greens, that is NOT at all the case. Many also add a lot of sunset red/pinks and flowery reds/purples/pinks in addition to brilliant sea greens and neon greens. The difference can really be quite dramatic. It's amazing how much sRGB robs sunset photos of their glory. And wow looking at some pool shots at an island resort, the water has so many more shades than when in sRGB mode, night and day.
 
Last edited:
You are right. Unfortunately the overexaggregated red colors are just as bad as the added neon green :(
 
Yup. Widegamut is pretty awesome on photos which use the wide gamut. Too bad operating systems are stuck with sRGB rendering widegamut monitors a hinderance on general applications.
 
I would like to point out that games do no follow any standard (such as sRGB) albeit oversatured colors remains an issue.
 
I would like to point out that games do no follow any standard (such as sRGB) albeit oversatured colors remains an issue.

I would like to point out, that you keep repeating this even though it is nonsense.

It is utterly ridiculous to say they don't follow any color standard when developing games. Any professional developing artwork will always be using calibrated/profiled displays and convert assets to the expected color space. In the case of console/pc games that will be sRGB.
 
You are right. Unfortunately the overexaggregated red colors are just as bad as the added neon green :(

only if you are failing to use the sRGB mode for non-color managed stuff.

There is nothing fake or exaggerated in the slightest about the colors when used in native mode with color managed software.
 
What camera do you use? Any examples, you could post both properly tagged...

Everything from Canon 10D to 5D2.

I could post a few up, although people who already have wide gamut monitors probably already know the difference and those without won't see anything new here since both version will look about the same to them.
 
Everything from Canon 10D to 5D2.

I could post a few up, although people who already have wide gamut monitors probably already know the difference and those without won't see anything new here since both version will look about the same to them.

Yes, but I could print it. I would like to see a good example of the difference in a natural image.
 
It is utterly ridiculous to say they don't follow any color standard when developing games. Any professional developing artwork will always be using calibrated/profiled displays and convert assets to the expected color space. In the case of console/pc games that will be sRGB.

I have worked at several game companies and know people at others, all producing mainstream and AAA title games. Most of the artists do not use calibrated monitors at these companies, unfortunately.
 
I have worked at several game companies and know people at others, all producing mainstream and AAA title games. Most of the artists do not use calibrated monitors at these companies, unfortunately.

Also the artists aren't the ones who have the final say over how it all goes together. Things look different in the game engine with all the lighting and shaders going on than they do in Photoshop when you are editing the texture.

I personally find a lot of games look real good with a slightly larger gamut.
 
only if you are failing to use the sRGB mode for non-color managed stuff.

There is nothing fake or exaggerated in the slightest about the colors when used in native mode with color managed software.

There is no decent sRGB mode so in the real world everything that isn't color managed is just plain wrong.
 
There is no decent sRGB mode so in the real world everything that isn't color managed is just plain wrong.
Depends on what display we consider. The color space emulation of the NEC PA (what went wrong with the measurement @tftcentral I can only gues - but apart from using a colorimeter without applying a correction it seems that they had measured with activated metamerie option) and Eizo CG is very accurate (and absolutely linear). The newer Eizo CG (223W, 243W, 245W, 303W) even have the possibility to take colorimetrical drifts into account. This will provide excellent results for many years of usage. Together with the big native color space that covers sRGB completely you achieve better results than with a non WCG display that virtually always has some undercoverages compared to sRGB (most of these displays do not offer a sRGB gradation as well). One underestimated problem is the right probe. With a CCFL displays without extended gamut there is no need to perform additional corrections when using a colorimeter.

Regarding flexible color space emulations: You must of course consider the actual whitepoint when defining your desired primaries (sRGB and AdobeRGB are defined relative to D65, so you must perform a chromatic adaptation to get the right results with an other whitepoint) or you will end up with quite high deviations.

Best regards

Denis
 
Last edited:
Depends on what display we consider. The color space emulation of the NEC PAs and Eizo CGs is very accurate (and absolutely linear). The newer Eizo CG (223W, 243W, 245W, 303W) even have the possibility to take colorimetrical drifts into account. This will provide excellent results for many years of usage. Together with the big native color space that covers sRGB completely you achieve better results than with a non WCG display that virtually always has some undercoverages compared to sRGB.

Regarding the flexible color space emulations you only have to consider the actual whitepoint when defining your desired primaries (sRGB and AdobeRGB are definied relative to D65, so you must perform a chromatic adaptation to get the right results with an other whitepoint).

Best regards

Denis

Yeah. The exception is of course the professional displays but those buying a professional display might actually have use for wide gamut in the first place.

Either way you still have the hassle of switching color profiles and mode in the monitor depending on which application you want to use for the moment. IMO thats barely even workable in the long run.
 
I have worked at several game companies and know people at others, all producing mainstream and AAA title games. Most of the artists do not use calibrated monitors at these companies, unfortunately.

Oh yeah, I buy that. Newbies first post, knows all kinds of top game developers and they don't use calibrated monitors. :rolleyes: I can't imaging professional artists not calibrating monitors, that is just senseless. Most serious amateurs I know do.

Everything in the computer industry is defacto sRGB unless serious steps are taken to go beyond.

Game art is either developed on profiled/calibrated wide gamut monitors and converted to sRGB somewhere along the way, or is on sRGB monitors throughout the process. Games like everything else on computers are sRGB.
 
There is no decent sRGB mode so in the real world everything that isn't color managed is just plain wrong.

The sRGB modes in some very recent wide gamut monitors are pretty decent, although they did used to mostly stink.

The Dell U2410 sRGB mode isn't supposed to be too bad and one of the new EIZO has an even better one and the NEPA241W sRGB mode allows hardware white balance calibration and it ends up giving a truer sRGB mode than quite a few sRGB-only monitors can pull off for non-managed programs.

911978058_JWz6k-L.jpg

911978066_wLA2Y-L.jpg

911978073_WAmxt-L.jpg

911978079_WAVGN-L.jpg

911979573_4ZG52-L.jpg
 
Back
Top