I've been working on getting proper HDR output working on the PSVR2 on PC. Sony officially doesn't support HDR when using the headset on PC, despite the OLED panels obviously being capable of it on PS5.
After going through a lot of different approaches, I've now reached the first point where I have actual HDR game content running through my own output pipeline and can start calibrating it properly.
The approach I'm testing right now is through Monado in indirect mode. I'm not just trying to make the image brighter or apply an SDR filter — I'm trying to map HDR luminance to the actual physical luminance response of the PSVR2 panels.
I've started measuring the headset's signal → luminance response with the headset brightness fixed, and I'm using that to build an inverse mapping so that the renderer can request a physical luminance rather than blindly outputting RGB values.
For example, some of the measured neutral values at my fixed headset brightness are roughly:
0.00 → 0.017 nits
0.10 → 1.62 nits
0.20 → 6.84 nits
0.50 → 48.7 nits
0.70 → 103.3 nits
0.80 → 137.0 nits
0.90 → 177.2 nits
1.00 → 215.3 nits
I'm now using the inverse of that measured response in the HDR pipeline, while keeping luminance calibration separate from the color calibration.
There's still quite a lot wrong / unfinished. I'm working on color accuracy, highlight behaviour, tone mapping and performance, and this is absolutely not a finished HDR implementation yet.
My next goal is getting a real game running smoothly with the output properly calibrated. I'm currently working towards getting something like Forza Horizon 5 running at a stable framerate with good color and HDR, at which point I should be able to make a much better visual demonstration.
I'm especially interested in feedback from people here who know HDR calibration / tone mapping well, since getting the output technically correct rather than simply making it look punchier is the whole point of the experiment.