I’m trying to nail down a predictable color workflow for Windows + Unreal (Editor viewport + PIE), especially to avoid oversaturation on a wide-gamut display.
My setup:
- Monitor: Dell U2724DE (wide-gamut)
- OSD: sRGB clamp enabled
- Calibration: D65 is basically on point (x = 0.312 / y = 0.329), gamma 2.2
- However, with the OSD sRGB clamp enabled, my report shows ~95% sRGB coverage (I assume a slight undershoot by design).
For LDR/SDR game workflows targeting sRGB/Rec.709, what do you prefer?
A) OSD sRGB clamp + standard calibration/ICC (D65 + gamma)
B) Native / P3 mode + relying on OCIO/view transforms (and/or project color space settings)
What gives you the most consistent results in the UE viewport/PIE and across typical Windows apps?
If you ship HDR too: do you typically build/look-dev for SDR first and then add HDR as a separate output + trim pass (grading/exposure/highlights/UI), or do you aim to support SDR + HDR from the start with one scene-referred pipeline?