I wonder if any of the shaders also has this behavior of randomly shifting the hue or an ability to change it by a give offset.
I wonder if any of the shaders also has this behavior of randomly shifting the hue or an ability to change it by a give offset.
We could have beautiful Kodachrome quality colors If we used narrow-band RGB filters and a wide gamut (Rec.2020, or Rec.2100PQ) colorspace. If you look at the spectral sensitivity specs of Kodachrome film they are fairly narrow-band and closely matched the perceptual sensitivity of human vision (CIE 1931).
If you display an sRGB encoded image with Rec.2020 gamut (without colorspace conversion) the colors will appear very washed out. If you display a Rec.2020 encoded image on sRGB (without colorspace conversion) it will appear oversaturated. Separately, narrower and/or more widely spaced bandpass filters will increase color saturation. It turns out that narrow-band filters approximating the CIE1931 curves are a natural match for the Rec.2020 colorspace. Since CIE1931 approximates how humans perceive color the colors are also more accurate.
It was a "lucky" accident that the properties of CRT phosphors, from which sRGB is derived were a good match for the wideband color filters used in color video cameras.
https://www.christiedigital.com/about/display-technology/las...
https://www.barco.com/en/inspiration/news-insights/barco-res...
https://www.youtube.com/watch?v=j-G02cjXpZ0
Notice the glass tubes at 0:47+. On the composite output, they look smooth and have that rainbow effect. This only worked on first revisions of the Megadrive; later ones had better quality output, mostly losing the effect.
The same applied to displays - crispness, scanlines, bleeding etc were all different.
Isn't there a similar issue with sonic in front of the waterfall not working correctly on emulators?