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authorNiklas Haas <git@nand.wakku.to>2016-05-30 20:11:14 +0200
committerwm4 <wm4@nowhere>2016-05-30 20:17:35 +0200
commit68c77d955f4d0c5269f8ea1be6e42e95110bbec0 (patch)
tree576a06814b196d9482c98a2b854228d68645b197 /DOCS/man
parent45c3e0f0d0c836158ab38db53156bb6461ad7437 (diff)
downloadmpv-68c77d955f4d0c5269f8ea1be6e42e95110bbec0.tar.bz2
mpv-68c77d955f4d0c5269f8ea1be6e42e95110bbec0.tar.xz
vo_opengl: default hdr-tone-mapping to hable
This algorithm works really well. Setting it is a much better "out-of-the-box" experience than just clipping, which will always look ugly. In other words, with this default, users of mpv will just be able to play HDR content without even realizing it's HDR (pretty much).
Diffstat (limited to 'DOCS/man')
-rw-r--r--DOCS/man/vo.rst7
1 files changed, 4 insertions, 3 deletions
diff --git a/DOCS/man/vo.rst b/DOCS/man/vo.rst
index 3b16e74ae8..f8c9c342f8 100644
--- a/DOCS/man/vo.rst
+++ b/DOCS/man/vo.rst
@@ -1071,13 +1071,14 @@ Available video output drivers are:
target display. Valid values are:
clip
- Hard-clip any out-of-range values (default)
+ Hard-clip any out-of-range values.
reinhard
Reinhard tone mapping algorithm. Very simple continuous curve.
Preserves dynamic range and peak but uses nonlinear contrast.
hable
- Similar to ``reinhard`` but preserves dark contrast better (slightly
- sigmoidal). Developed by John Hable for use in video games.
+ Similar to ``reinhard`` but preserves dark contrast better
+ (slightly sigmoidal). Developed by John Hable for use in video
+ games. (default)
gamma
Fits a logarithmic transfer between the tone curves.
linear