youtube-ambilight
youtube-ambilight copied to clipboard
HDR (DCI-P3 & Rec. 2020) support
Waiting on the completion of the implementation of HDR support in the canvas element: https://chromestatus.com/feature/5703719636172800 https://github.com/whatwg/html/issues/9461 https://github.com/WICG/canvas-color-space/blob/main/CanvasColorSpaceProposal.md https://github.com/w3c/ColorWeb-CG/blob/main/hdr_html_canvas_element.md
- [x] Workaround: Separate filter settings for HDR videos. Which with users can finetune the minimum/maximum rgb values. Note: The color space conversion remains incorrect.
- [x] Support the DCI-P3 (p3) color space (Currently not supported by Firefox) Firefox bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1771373
- [ ] Support the Rec. 2020 (rec2020) color space (Currently not supported by any browser)
There is another feature for the Display P3 colorspace support in canvas elements that was released in Chrome 104 (august 2022): https://chromestatus.com/feature/4814886323355648
Since that is easier to implement it has been added to the 2.37.25 version
Any estimate of when this will be added? Have heard a lot of people using this to help uneven burn-in on ultrawide OLEDs but then we can't get proper HDR
Regarding Firefox, that's up to the developers at Mozilla. I think you can follow this Firefox bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1771373
Once they've implemented display-p3 support for the canvas it should work immediately.
I see. So could i perhaps mitigate this by disabling WebGL? What does it use then, and would it be using a lot more power on a 3090?
Nvm disabling webgl renderer makes no difference. That sucks :/
You could try a chromium browser. It should be a bit better because they can extend the color space to DCI-P3.
@WesselKroos I just noticed when remove black bar enables, I don't get washed out blacks
Black bar enabled and detected:
Black bar detection disabled
Ambient lights completely disabled:
On firefox. It only happens when a black bar is detected and removed
I've found a workaround: Disable remove black bar and sidebar (V and B) Disable reset bars next video Set sidebars size to 0.1%
Hmm, if that worked you might want to check if toggling the advanced setting "Video artifacts workaround" also works. Then you might be able to keep using the remove black bar feature.
Yes, that works. Disabling that feature solves the issue
Then, are you using NVidia RTX to watch a non-hdr video in hdr?
I am on a 3090, but I have RTX super resolution and HDR disabled
Interesting, I guess Firefox uses MPO's to display HDR videos directly through the graphics card driver so that Firefox doesn't have to do any color conversion. But do the colors in the canvas match with the video colors? If not you could check if setting Firefox's webgl.colorspaces.prototype flag to True in about:config helps. It should promote the WebGL canvas to the display-p3 colorspace, but it seems to be in an experimental fase currently.
But do the colors in the canvas match with the video colors?
Sorry, I'm not quite sure what this means? If i turn ambient lights on or off now, i see no difference in colors
Sorry, I'm not quite sure what this means? If i turn ambient lights on or off now, i see no difference in colors
The colors of the ambient light don't always match with the colors of the video when I force HDR colors in Chrome on my non-HDR monitor. So, I'm wondering if that is also the case on HDR monitors.
For example, with chrome://flags/#force-color-profile set to ITU-R BT.2020 I get these differences:
Well here I took some screenshots without webgl.colorspaces.prototype:
However these are SDR screenshots. I had to use OBS to turn them into SDR. I'm not sure which tone mapping algorithm it uses, but it is clear that ambient lights has less punchy highlights since it appears to be SDR. It's kinda hard for me to see the difference, even in your screenshot, but it appears that there is mostly a luminance difference. Now at this point i realized its probably better to take a picture of my screen to better show how the colors are represented in person. I forgot to take a screenshot with the flag set to true
False:
True:
They appear pretty much identical to me. I took these with my camera, where all the settings where kept the same except the third picture where i bumped up the iso to get more of the blacks
It's indeed hard to see in the screenshots and photographs. You can see the difference in my screenshot at the left side of the video. It's mainly visible in the purples/pinks and the greens, which are grayish/duller in the ambient light than in the video when the Rec.2020 colorspace simulation is enabled in Chrome:
That's because the saturated colors of the Rec.2020 color space in the video are getting limited to the Rec.709 (srgb) colorspace in the ambient light canvas. Here is the difference in a graph:
I can also see a similar effect in your screenshot. The only difference is that the screenshot and ambient light canvas is limited to the Rec.709 colorspace, causing getting reds to be crushed in the ambient light canvas. Because you have a HDR monitor:
The photographs do look identical though. So I guess that the webgl.colorspaces.prototype is flag isn't doing anything at the moment.
But I think you are not watching a HDR video, because your YouTube player is not showing the HDR quality label. It could be that the HDR video quality is not available in Firefox. I see these options and label when I enable the HDR colorspace simulation in Chrome for this video: https://www.youtube.com/watch?v=1MieluM0c6c
Hmmm... this is weird
I go to this LG HDR video, but it doesnt say its hdr anywhere in the quality options
However, taking a screenshot gives the blown out highlights that I get when screenshotting HDR content
But despite this, the highlights still appear a lot more toned down that downloading the video and playing it in VLC
https://github.com/WesselKroos/youtube-ambilight/assets/55248977/d6fe2da6-8b0b-4eb0-bb85-839c63902106
But if i compare it to Chrome, Chrome has even more toned down highlights
https://github.com/WesselKroos/youtube-ambilight/assets/55248977/9f4fec18-2ff4-418f-a51e-4ae42d2f71f0
Then you are not watching a HDR YouTube video. Maybe you need to change some settings in your LG monitor or Windows settings, like this guy: https://www.youtube.com/watch?v=ZO-x-pViufI
Chromium issue 358587920 might cause some color differences between the video and the ambient light as well.
- Support the Rec. 2020 (rec2020) color space (Currently not supported by any browser)
Creator of TestUFO here. Chrome/Edge is at "supported via feature flag" status now since version 110, for supporting rec2100-pq and rec2100-hlg <CANVAS>
for framebuffer format, and rec2020 colorspace for colorspace format. In other words, draw calls are preserved as rec2020 on a rec2100 framebuffer.
chrome://flags/#enable-experimental-web-platform-features
And confirmed colorspace in tests:
Instructions to enable HDR + rec2100 are posted at the top of the HDR beta version of TestUFO (beta.testufo.com) as well as its new WCG/HDR tester (beta.testufo.com/hdr).
rec2100(-pq,-hlg,-linear) tends to be a superset of rec2020 with HDR extensions. Basically, rec2020 is WCG and rec2100 adds HDR while keeping rec2020 WCG. What this means (in browser contexts, at least) is rec2100 implies rec2020.
Since I have access to external laboratory equipment, I have successfully tested that 10,000-nit pixels (rec2100) with rec2020 colorspace, does format fine at the DisplayPort/HDMI cable level -- although will be severely clipped by consumer displays. No consumer display can support the whole color gamut nor brightness range of rec2100 gamuts+hdr.
- Use rec2100 canvas (create canvas)
- Use rec2020 CSS4 color values (draw operations)
And it works in Chrome/Edge/Brave.
Not all GPUs support rec2020, mind you, so the rec2100 framebuffer (using rec2020 color gamut) will cross-convert to whatever OS gamut uses. Here's an example:
On Chrome running on Mac XDR displays (e.g. MacBook Pros), the OS will cross-convert rec2020 to display-p3 HDR, so it will work on MacBooks too (HDR preserved, WCG converted). Link to photo of MacBook running Chrome doing WCG+HDR CANVAS, using rec2100 hdr, rec2020 colorspace, and displayed by OS in display-p3 (downconverted gamut).
But, technically, rec2020 (via rec2100-pq, rec2100-hlg canvas) is now finally working in Chrome/Edge/Brave.
You can draw to canvas using "color(rec2020 r g b)" anywhere you use "#rrggbb" (fillStyle etc) and even use r/g/b numbers bigger than 1.0 for colors brighter than #FFFFFF
@mdrejhon I did some tests with the rec2100 framebuffer, but the canvas is always fainted or dark on my monitor. I only have a Display P3 D65 color profile for my monitor (MSI Optix MAG271CQR), so maybe that invalidates these results?
colorSpace drawingBufferColorSpace unpackColorSpace |
chrome://flags/ #force-color-profile |
YouTube quality |
Video | Canvas |
---|---|---|---|---|
srgb |
sRGB |
SDR | Correct | Correct |
srgb |
Display P3 D65 |
SDR | Faint | Faint |
srgb |
ITU-R BT.2020 |
SDR | Correct? | Faint |
srgb |
scRGB linear (HDR where available) |
HDR | Correct | Slightly fainted |
srgb |
HDR10 (HDR where available) |
HDR | Over-bright | Over-bright |
- | ||||
display-p3 |
sRGB |
SDR | Correct | Correct |
display-p3 |
Display P3 D65 |
SDR | Faint | Faint |
display-p3 |
ITU-R BT.2020 |
SDR | Correct? | Faint |
display-p3 |
scRGB linear (HDR where available) |
HDR | Correct | Slightly faint |
display-p3 |
HDR10 (HDR where available) |
HDR | Over-bright | Over-bright |
- | ||||
rec2100-hlg / rec2100-pq |
sRGB |
SDR | Correct | Faint |
rec2100-hlg / rec2100-pq |
Display P3 D65 |
SDR | Faint | Dark |
rec2100-hlg / rec2100-pq |
ITU-R BT.2020 |
SDR | Correct? | Faint |
rec2100-hlg / rec2100-pq |
scRGB linear (HDR where available) |
HDR | Correct | Dark |
rec2100-hlg / rec2100-pq |
HDR10 (HDR where available) |
HDR | Over-bright | Dark |
Very interesting test results! The color space is limited by the monitor capabilities. HDR usually only becomes impressive to consumers on 1000+ nit displays.
The way the color space is converted varies, but did you retest with a true HDR canvas framebuffer capable of brighter than sRGB white?
Try Chrome on a MacBook with XDR display, with the Experimental Web Platform Features flag turned on in Chrome://flags to suddenly brighten the canvas when drawing HDR .avif images or using fillStyle with rec2020 colors).
It does become a conversion rec2020 canvas -> display-p3 HDR display... though you can now finally use brighter lumens and colors outside of sRGB color space when drawing on canvas. Still needs improvement but it's more correct behaviour.
I did set the drawingbuffers to rec2100-hlg
in the 2d canvas context option colorSpace and in the WebGL canvas context properties
drawingBufferColorSpace and
unpackColorSpace. (Those are the last 5 rows in the test results.)
But the canvas always remains very dark when it uses a rec2100-hlg
buffer. I would expect the canvas to be overly bright since the colors should extend beyond the color space my monitor is capable of. (Just like all the other overly bright colors in the browser and webpage when I force the color profile via the flag to HDR10 (HDR where available)
.)
So I guess Chromium's experimental implementation is still incomplete. Maybe Chromium or the gpu driver is mapping the rec2100-hlg drawbuffer of the 2d canvas to a srgb or display-p3 buffer in the drawImage or rendering pass? It could explain why the colors are so dark, because maximum values in the rec2020 color space are lower than the maximum values of the rec2100-hlg buffer.
PS: I don't have any Apple devices or HDR10 capable devices, so I can't validate if the overly bright colors are correct. But I was able to validate that the overly bright pixels in the video are not overly bright in the canvas because all the canvas colors were pretty dark.
If you need a HDR display to test on, I have an AW3423DWF which will manage 800-1000 nits (but on smaller window sizes)
@Askejm Could you check if you are able to get YouTube's HDR quality options on a Chromium browser for the HDR video https://www.youtube.com/watch?v=1MieluM0c6c ?
If not:
- Make sure that these 2 settings in the Window settings app are displayed as
Supported
: - Or alternatively you might need to go to the url chrome://flags/#force-color-profile , set it to
HDR10 (HDR where available)
, reload the browser and reload the YouTube webpage.
@Askejm If you can get YouTube's HDR quality options to work, I can create a test version (hopefully this week) in which you can switch to various settings that were till now automatically decided for HDR videos. That way you can test what works and what doesn't. These 3 advanced settings will be available under the Quality section:
Update:
- WebGL bit depths higher than 8 bits are always black on SDR video textures.
- WebGL bit depths higher than 16 bits are black on on HDR video textures.
- WebGL mipmap generation fails on HDR videos textures.
- WebGL bit depths higher than 8 bits with HDR video frames are only visible when using an intermediate canvas with a CanvasRenderingContext2D as texture source in WebGL. But on my monitor the highlights always seem to be clamped to an sRGB color profile.
Potential combinations that might work for HDR videos:
These are the only combination of settings that display overbright highlights in the canvas on my Display P3 capable display. They might be correctly visible on a HDR10 capable display.
Color profile | Color space | Color bit depth | Color conversion patch |
---|---|---|---|
HDR10 (HDR where available) |
Display P3 D65 |
8 bits 10 bits 16 bits |
Enabled |
HDR10 (HDR where available) |
Display P3 D65 |
8 bits |
Disabled |
And these combinations are fainted on my Display P3 capable display, but might display correctly on a HDR10 capable display:
Color profile | Color space | Color bit depth | Color conversion patch |
---|---|---|---|
HDR10 (HDR where available) |
Rec. 2100 PG |
8 bits 10 bits 16 bits |
Enabled |
HDR10 (HDR where available) |
Rec. 2100 PG |
8 bits |
Disabled |
Some additional notes about video colors in Chromium (excluding the canvas colors) on a Display P3 D65
or ITU-R BT.2020
display:
Since Chromium version 120 the colors of a srgb video are only mapped to the full color gamut of the display while the flag chrome://flags/#use-angle
is set to D3D11
and the browser displays the video via a MPO "Multi-plane overlay", also known as "direct video overlay". Because then the video frames are directly drawn by the graphics card instead of the browser.
There are several ways to disable the video MPO in Chromium: Scrolling the video half off-screen, overlaying the account menu in YouTube, resizing the browser tab, setting the angle
flag to any other value than D3D11
.
So all these situations cause a temporary change in video colors.
This bug was reported to me about a month ago: "this video has exactly the same codec and also the colour changes but not so extreme, more like skin colour getting a bit more pale and then back again" - @0x2bilal And I've verified and forwarded this bug to the Chromium developers a week later: https://issues.chromium.org/issues/358587920
Hey there,
i need to appologize that i didnt reply to the last mail, i didnt mess further with the arc browser, since I am in my exams phase of this semester xD. So thank you for updating me again and for the further information!
kind greetings 🙂
Von Outlookhttp://aka.ms/weboutlook gesendet.
Von: Wessel Kroos @.> Gesendet: Montag, 9. September 2024 23:26 An: WesselKroos/youtube-ambilight @.> Cc: Bilal Talleb @.>; Mention @.> Betreff: Re: [WesselKroos/youtube-ambilight] HDR (DCI-P3 & Rec. 2020) support (Issue #129)
Some additional notes about video colors in Chromium (excluding the canvas colors) on a Display P3 D65 or ITU-R BT.2020 display:
Since Chromium version 120 the colors of a srgb video are only mapped to the full color gamut of the display while the flag chrome://flags/#use-angle is set to D3D11 and the browser displays the video via a MPO "Multi-plane overlay", also known as "direct video overlay". Because then the video frames are directly drawn by the graphics card instead of the browser. There are several ways to disable the video MPO in Chromium: Scrolling the video half off-screen, overlaying the account menu in YouTube, resizing the browser tab, setting the angle flag to any other value than D3D11. So all these situations cause a temporary change in video colors.
This bug was reported to me about a month ago: "this video has exactly the same codec and also the colour changes but not so extreme, more like skin colour getting a bit more pale and then back again"https://github.com/WesselKroos/youtube-ambilight/issues/252#issuecomment-2265871319 - @0x2bilalhttps://github.com/0x2bilal And I've verified and forwarded this bug to the Chromium developers a week later: https://issues.chromium.org/issues/358587920
— Reply to this email directly, view it on GitHubhttps://github.com/WesselKroos/youtube-ambilight/issues/129#issuecomment-2339145169, or unsubscribehttps://github.com/notifications/unsubscribe-auth/A7ACJ2NTVXUGSDIFTPOSA6TZVYHAZAVCNFSM6AAAAABJL2K232VHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDGMZZGE2DKMJWHE. You are receiving this because you were mentioned.Message ID: @.***>
@Askejm Here is a test version of the extension with the new experimental color options. Let me know if you can find a combination of settings that display the correct colors on your HDR10 monitor, if you've got the time to test it out. The combinations I'm most optimistic about are listed in my previous comment
youtube-ambilight-v2.38.11.color-experiments-mv3.zip To install the extension:
- Unpack the zip to a folder
- In any chromium based browser go to the url
chrome://extensions/
- Turn on the Developer mode toggle
- Click on
Load unpacked
and select the unzipped folder
Update: After that, make sure to enable the flag at chrome://flags/#enable-experimental-web-platform-features and restart the browser.
And this might be a good test video. It clearly shows when a color is brighter or darker in the video than in the ambient light:
https://www.youtube.com/watch?v=PoMPrr-Uefs&t=114s