Eye Compensation (which is only really camera auto-exposure) and Tone Curves are grayed and not used anymore in their HDR rendering path. Bloom in video games is just a prettifying camera effect, e.g. lens flare, that causes pixels to smear into neighbour ones, i.e. a spatial operator.
Which I’m totally fine with, I have always desired the RRT to be simple and more than anything else neutral and have more the complex appearance / reproduction work being done in ODTs (with CAM support obviously ). As we discussed it many times with @KevinJW, there is a probably a point where the RRT becomes a straight line
I tend to think the opposite, the closer we get to real world colorimetry capabilities, which we tend to get with displays adopting higher luminance and larger gamut, the less work we will have to do in respect to real world. I’m totally abstracting any creative tweaks here.
Absolutely agreed! You can only infer and extrapolate, and extrapolation is dangerous!
Even though computationally heavy, I think they are great, certainly one of the best tool (if not the best) for that type of work. I would be curious to try any updates if you have on your end.