12-bit per channel color might be enough to never have visible banding. Or dithering
12-bit per channel color might be enough to never have visible banding. Or dithering
Getting an extra 2bits of hue (ab) while maintaining luminance (L) is quite doable except at the chroma and brightness extremes where your eye mostly ignores them anyway. That could be done pretty high in the display stack. I'd also say that the DACs in many displays are capable of higher chroma resolution, but gamma non-linearity eats up a bit dynamic range.
Some TVs and monitors do temporal dithering for you... Accept 8-bit input, and temporal dither it for the 6-bit display doesn't look that bad. Probably extends well to 10-bit input.
Now, I'm hoping you're an old school CRT nerd, and if so then you'd also agree that the original color phosphor glow down periods were several ms and the eye's response to changing color is marginal at best. Uncorrelated subpixel scale dithering works just fine at 30Hz.
The eye's response to changing color is slow, but the response to changing luminance is very fast.
Your cones are surprisingly low bandwidth (why old color TVs even worked at
30Hz), while your rods provide danger/flicker cues outside the fovea.
Uncorrelated subpixel scale dithering works just fine at 30Hz.Crysis had sky banding... Skyrim has the famous menu smoke mentioned in the PDF. All fixable, probably fixable on the hardware of the day. (I remember messing with dithering on a 2007 DX9 GPU)