Document HDR output issues in Troubleshooting

This commit is contained in:
Hugo Locurcio
2023-07-20 15:23:03 +02:00
parent 87dbe4a98f
commit 7030d28cf5

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@@ -143,6 +143,29 @@ If you still wish to force sharpening or FXAA on other applications, it's
recommended to do so on a per-application basis using the application profiles
system provided by graphics drivers' control panels.
The editor or project appears to have washed out colors
-------------------------------------------------------
On Windows, this is usually caused by incorrect OS or monitor settings, as Godot
currently does not support :abbr:`HDR (High Dynamic Range)` *output*
(even though it may internally render in HDR).
As `most displays are not designed to display SDR content in HDR mode <https://tftcentral.co.uk/articles/heres-why-you-should-only-enable-hdr-mode-on-your-pc-when-you-are-viewing-hdr-content>`__,
it is recommended to disable HDR in the Windows settings when not running applications
that use HDR output. On Windows 11, this can be done by pressing
:kbd:`Windows + Alt + B` (this shortcut is part of the Xbox Game Bar app).
To toggle HDR automatically based on applications currently running, you can use
`AutoActions <https://github.com/Codectory/AutoActions>`__.
If you insist on leaving HDR enabled, it is possible to somewhat improve the
result by ensuring the display is configured to use :abbr:`HGIG (HDR Gaming Interest Group)`
tonemapping (as opposed to :abbr:`DTM (Dynamic Tone Mapping)`), then
`using the Windows HDR calibration app <https://support.microsoft.com/en-us/windows/calibrate-your-hdr-display-using-the-windows-hdr-calibration-app-f30f4809-3369-43e4-9b02-9eabebd23f19>`__.
It is also strongly recommended to use Windows 11 instead of Windows 10 when using HDR.
The end result will still likely be inferior to disabling HDR on the display, though.
Support for HDR *output* is planned in a future release.
The editor/project freezes or displays glitched visuals after resuming the PC from suspend
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