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