Hey Rayek,
Thanks for putting together the LeGo2BrightnessFix plugin and the associated display profile. It does an incredible job of unlocking the panel's full 1100-nit HDR peak brightness by forcing the PQ transfer function.
However, running eotf = gamescope.eotf.pq globally introduces a significant side effect for SDR content and HDR dark/greyscale scenes. Because Gamescope forces the entire Game Mode session into an HDR/PQ container, standard SDR content (and games with deep shadows) suffers from severe near-black EOTF conversion errors. This results in heavy black crush and a distinct purple/magenta color shift in dark gradients (making scenes like dungeon doorways in games look blocky and tinted).The issue becomes extremely obvious when running engine-level lighting mods (like RenoDX) or playing dark-toned games where the lower grayscale limits are heavily stressed.
Pictures here with an example from Crimson Desert, night time scene with RenoDX enabled: https://imgur.com/a/ccs94FN
Steps to Reproduce:
- Install the display profile utilizing gamescope.eotf.pq to enable full peak brightness.
- Launch into Game Mode and open a game with dark, low-lit environments (e.g., Crimson Desert with RenoDX mod enabled).
- Observe the purple tint, color banding, and crushed black levels in shadow gradients.
Considerations:
- While switching the profile to gamescope.eotf.gamma22 completely fixes the black levels and color accuracy, it hard-caps the hardware highlights down to ~475 nits, losing the intended PQ peak behavior.
- Is there any architectural path forward or workaround within the Gamescope display profile configuration to allow dynamic EOTF handling, or a way to mitigate the near-black PQ conversion artifact without sacrificing the 1100-nit peak highlights?
Thanks for your work on this project!
Hey Rayek,
Thanks for putting together the LeGo2BrightnessFix plugin and the associated display profile. It does an incredible job of unlocking the panel's full 1100-nit HDR peak brightness by forcing the PQ transfer function.
However, running eotf = gamescope.eotf.pq globally introduces a significant side effect for SDR content and HDR dark/greyscale scenes. Because Gamescope forces the entire Game Mode session into an HDR/PQ container, standard SDR content (and games with deep shadows) suffers from severe near-black EOTF conversion errors. This results in heavy black crush and a distinct purple/magenta color shift in dark gradients (making scenes like dungeon doorways in games look blocky and tinted).The issue becomes extremely obvious when running engine-level lighting mods (like RenoDX) or playing dark-toned games where the lower grayscale limits are heavily stressed.
Pictures here with an example from Crimson Desert, night time scene with RenoDX enabled: https://imgur.com/a/ccs94FN
Steps to Reproduce:
Considerations:
Thanks for your work on this project!