Windows 11 Auto Color Management

ALO wrote on 10/28/2022, 10:40 PM

At long last Windows appears to be rebuilding their color management system including handling wide gamut displays. As of the new build of Win 11, this is supposed to be happening:

https://support.microsoft.com/en-gb/windows/auto-color-management-in-windows-11-64a4de7f-9c93-43ec-bdf1-3b12ffa0870b

Both my wide-gamut XPS dells (one new) are running the new Win build; neither has the option that article mentions.

In my cynical old age view I'm not expecting much out this alleged new feature, but if any of you actually get it to work (as intended!) on a wide-gamut display, let me know.

Unfortunately, one thing that has changed with the new build is DWM_LUT is now broken (an awesome tool that lets you apply a 3D Lut to your Windows desktop, so you can take color management out of Window's hands entirely). I don't know if the developer will be able to get that working again.

For now, if you're using Vegas Pro on an unclamped wide-gamut display, your best bet is probably to create a high-quality 3DLUT using DisplayCal (assuming that's not broken also), disable color management in Windows, and just add the LUT to your preview fx for editing, remembering to disable the fx before you render. Maybe someday Vegas will allow us to add a Preview LUT like Resolve does for Display calibration only?

As for the future, hope for a DWM_LUT update, and I guess we can always hope that Windows effort to improve its color management system pans out (insert cackling laughter)

Comments

ALO wrote on 10/31/2022, 10:29 AM

Well I was wrong -- my 9520 does have this feature. The interface is terrible -- you have to click through a box which implies you can't enable it to change a battery setting and then click back to the original setting, which then allow you to enable HDR. At that point, Windows takes over color management and my wide-gamut screen shifts to sRGB emulation.

Very interesting.

I have no idea what profile Windows is using for the emulation, nor if it would use a correct profile, nor if I could use DisplayCal to create one (and if I did, if Windows would correctly use that). But, at the very least, Windows is desaturating the colors so that the screen is much closer to sRGB (which is good!).

Here's a thread at DisplayCal if you want to follow things:

https://hub.displaycal.net/forums/topic/windows-auto-color-management-acm/

Implementation seems to be all over the map at this point (HDR vs "Auto Color Management" ?).

Final note: most people don't even realize this is happening, and are therefore used to the look of sRGB images improperly rendered on a wide-gamut display (be it their phones or their laptops). When you see sRGB correctly rendered after getting used to the over-saturated look, the correct sRGB display looks "bad" -- which (in addition to the usual challenges of getting things to look right) has obvious implications for delivery to end-users...

Yelandkeil wrote on 10/31/2022, 11:11 AM

Just be careful at the current chaos between Microsoft and graphics card driver.

Exempli gratia:

Windows10 manages sRGB, WCG=wide color gamut, maybe from P3 (and Adobe space) to Rec2020fullrange.
Their primaries have different and incompatible coordinate, how Microsoft makes the seamless primaries transforming successfully, I'm not engineer.
But it works, as soon as you connect a 10-bit WCG-monitor, the management wakes up, is the monitor HDR-stream capable, you can activate it as well.


The 10-bit depth activation was usually controlled by graphics card driver, at least till version 22.5.1 by AMD.


Now AMD new drivers will hand over this control to Windows who be perhaps not ready yet.

 

My experience has been reported in this post or the link beneath:

https://www.vegascreativesoftware.info/us/forum/amd-new-release-22-10-3-realtek-alc1200-toslink--137768/

 

ALO wrote on 10/31/2022, 3:06 PM

See also this tool:

https://github.com/dantmnf/MHC2

Which if I understand correctly converts an existing (ie, DisplayCal-created) icc profile to the new windows format so you can use it in Win11 latest build. Sounds like the new system not as good a correction as you get via the DWM_LUT approach (or a color managed app like Photoshop in Win v10). But for now no word on DWM_LUT update.

Howard-Vigorita wrote on 11/1/2022, 10:52 AM

I don't know if or how this relates to this discussion but I have a mix of win10 and win11 machines (both 22H2) and Vegas-preview to render comparisons are different on them. Both machines have the same display drivers (amd 22.10.3) and Vegas vp20 versions/settings. My footage is generally shot video range, projects are 32-bit video level, and renders are at the default limited-range. Comparisons on the win10 machine are very close. I had to install SeMW and set it to PC to get a decent match-up on the win11 machine... personally I'd rather disable whatever win11 is doing and not have to use SeMW. When using SeMW that way, the preview during render looks quite dull but the render and YouTube uploads look great and closely resemble the Vegas-edit preview under win11 SeMW-PC with only very small shifts in contrast.

ALO wrote on 11/1/2022, 4:52 PM

Howard what I am describing will affect your display system-wide, except for true color-managed apps, which for our purposes probably means Photoshop (if you have it) and nothing else on your machine.

Ie, everything should look the same, whether it's an mp4 viewed in Windows media player, or viewed on the Vegas timeline via the preview window, or viewed on YouTube via a browser. In the case I'm describing, if you have a wide-gamut display on a pre-22H2 Windows build (for example, an OLED Dell XPS laptop), you will be seeing an sRGB-encoded image displayed improperly because its color values are being output directly to a display with a much larger gamut.

In practice this means the colors (esp reds/oranges) will look very much oversaturated.

Does that describe your system? It sounds like you're seeing inconsistent results with your Vegas preview only?

Howard-Vigorita wrote on 11/2/2022, 1:09 AM

Looks like this when I throw up a render in a viewer like mpc be or hc next to the preview window without activating SeMW . I've opened up the Vegas Levels master bus fx to show the inactive viewing-only transform:

The preview is washed out compared to the render. With SeMW active and set to PC the viewing-only transform is active and the preview looks like a much closer match to the render. And matches the appearance on YouTube.

Kind of odd because I haven't had to edit with SeMW this way since vp18.

Yelandkeil wrote on 11/2/2022, 2:18 AM

Howard what I am describing will affect your display system-wide, except for true color-managed apps, which for our purposes probably means Photoshop (if you have it) and nothing else on your machine.

Ie, everything should look the same, whether it's an mp4 viewed in Windows media player, or viewed on the Vegas timeline via the preview window, or viewed on YouTube via a browser. In the case I'm describing, if you have a wide-gamut display on a pre-22H2 Windows build (for example, an OLED Dell XPS laptop), you will be seeing an sRGB-encoded image displayed improperly because its color values are being output directly to a display with a much larger gamut.

In practice this means the colors (esp reds/oranges) will look very much oversaturated.

Does that describe your system? It sounds like you're seeing inconsistent results with your Vegas preview only?


@ALO, I know that only too good!

I bought a laptop ca. 6 years ago and its display's color gamut apparently taking the historical NTSC-space or something so.

It's oversaturated but I couldn't find any color management in Windows10 (pre-22H2, I think even in the current 22H2 not, because NTSC-space didn't belong to WCG). Changing the icc profile etc. is beyond my poor computer-knowledge.
The laptop was stolen after 1 or 2 years.

Now I have 2 HDR10 monitors (see my Signature) which are quite proper for 2 spaces: sRGB and ST2084. they don't recognize the general WCG e.g. Rec2020.

I have 2 small problems within VEGAS.
The one is when I edit in 8-bit pixel mode, the external preview is oversaturated; I assume the video signal jumps simply over the Windows Colormanagement and doesn't know it's a 10-bit HDR-monitor.
The other one is when my preview quality in Best/Full, I get strenge printing-dots effect on the external display.

Gary told me it's old impedimenta but didn't say when to solve.
I still suffer every VEGAS-day. 😥😪

Yelandkeil wrote on 11/2/2022, 2:34 AM

Looks like this when I throw up a render in a viewer like mpc be or hc next to the preview window without activating SeMW . I've opened up the Vegas Levels master bus fx to show the inactive viewing-only transform:

The preview is washed out compared to the render. With SeMW active and set to PC the viewing-only transform is active and the preview looks like a much closer match to the render. And matches the appearance on YouTube.

Kind of odd because I haven't had to edit with SeMW this way since vp18.

Seems something not correct...what is SeMW and why?

Howard-Vigorita wrote on 11/2/2022, 9:17 AM

Seems something not correct...what is SeMW and why?

@Yelandkeil SeMW is a free extension that uses the Vegas Levels FX when editing to switch between video and computer level ranges but automatically disables that fx during renders. Once upon a time it was essential for what-you-see is what-you-get rendering before Vegas improved the way it reads metadata to better handle video-range and computer-range media. Something about the last win11 update, or perhaps the recent Vp20 update, seems to have caused Vegas to revert to old behavior under win11 with the video-range clips my cameras shoot. Haven't had a chance to track down the culprit yet... might just be something wrong in my setup on one machine.

ALO wrote on 11/2/2022, 10:13 AM

Seems something not correct...what is SeMW and why?

@Yelandkeil SeMW is a free extension that uses the Vegas Levels FX when editing to switch between video and computer level ranges but automatically disables that fx during renders. Once upon a time it was essential for what-you-see is what-you-get rendering before Vegas improved the way it reads metadata to better handle video-range and computer-range media. Something about the last win11 update, or perhaps the recent Vp20 update, seems to have caused Vegas to revert to old behavior under win11 with the video-range clips my cameras shoot. Haven't had a chance to track down the culprit yet... might just be something wrong in my setup on one machine.

If I'm understanding you correctly, one workaround would be to edit in Vegas' legacy mode (8-bit video levels) but conform everything on your timeline manually to computer levels. This is how I used to use Vegas so that the Preview Window would be correct. If Vegas is misintrepreting your footage in the new full range mode, you could use that method.

The important thing is, before you render out, you have to put a computer -> video levels fx on the output bus. Remembering to do that is the hardest part of the workaround! :)

Yelandkeil wrote on 11/2/2022, 10:31 AM

SeMW, hmm, isn't it the same as you use 8-bit full range for editing?
If you want to render your project in 32-bit floating point (full range), you can change its gamma from "Linear" to "Video".

That "32-bit video-levels" is only compatible to "8-bit legacy (video levels) and not supposed as an editing environment.

WHY don't you use monitoring tools? @Howard-Vigorita

Yelandkeil wrote on 11/2/2022, 10:48 AM

@ALO, I see.

The legacy 8-bit mode doesn't "lift" limited range to (sRGB) full range.
It assumes everybody is expert knowing how to adjust the timeline levels to view and to render.

I'm an amateur, but will not adapt the 8-bit full range for a long time. Even now I go often to event/media properties to change the range level.
It sometimes does cut away too much highlight/shadow of my footage for that "lifting".

ALO wrote on 11/2/2022, 11:30 PM

@ALO, I see.


It assumes everybody is expert knowing how to adjust the timeline levels to view and to render.

The advantage of doing it this way is it's WYSIWYG (What You See Is What You Get). You don't have to be an expert. You just make everything on the timeline look the way you want it, and then correct back to video levels for the render/export. Vegas full-range does this for you automatically, but it does sometimes get it wrong and/or clip highlight/shadow detail you might want to preserve.

It's a good option to keep in your tool kit. :)

Yelandkeil wrote on 11/3/2022, 12:40 AM

💪💪 that's why VEGAS qualifies its suffix "Pro" 😁😁

ALO wrote on 11/4/2022, 11:01 AM

Continuing with my observations at the top of the thread, so, yes, the new Win 11 version (22H2) does handle the wide-gamut issue correctly when enabled. My desktop/explorer are no longer oversaturated. But...

Color Management in Photoshop looks broken, which is not good. And it's not clear if any app is currently able to profile and build an icc file in the new format Windows is looking for for proper color management. There is some discussion of this elsewhere but nothing particularly useful.

For Vegas users, since Vegas isn't color managed in that way (Vegas does ACES, but who cares?), the new Win build is actually really helpful, if your display is being clamped reasonably close to sRGB. This is way better than the alternative--wildly over-saturated colors.

So if you edit on a wide-gamut display that doesn't offer hardware calibration (pretty much all modern performance laptops), check it out.