Unreal + wide-gamut monitor: sRGB clamp or native/P3?

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?

For SDR/sRGB targets, I’d go with A) OSD sRGB clamp + standard calibration. Unreal’s viewport/PIE and most Windows apps still assume sRGB, so the clamp avoids wide-gamut oversaturation and gives more consistent results.:blush:

Native/P3 + OCIO can work, but only if your entire pipeline is strictly color-managed.

For HDR, I usually lock SDR first, then add HDR as a separate pass (highlights, exposure, UI).