| ▲ | zinekeller 10 hours ago | ||||||||||||||||
(this is just a rant) Honestly, the weird 16-239 (on 8-bit) color range and 60000/1001 fps limitations stem from the original NTSC standard, which considering both the Japanese NTSC adaptation and European standards do not have is rather frustating nowadays. Both the HDVS and HD-MAC standards define it in precise ways (exactly 60 fps for HDVS and 0-255 color range for HD-MAC*) but America being America... * I know that HD-MAC is analog(ue), but it has an explicit digital step for transmission and it uses the whole 8 bits for the conversion! | |||||||||||||||||
| ▲ | reactordev 8 hours ago | parent [-] | ||||||||||||||||
Ya’ll are a gold mine. Thank you. I only knew it from my forays into computer graphics and making things look right on (now older) LCD TV’s. I pulled it from some old academia papers about why you can’t just max(uv.rgb) to do greyscale nor can you do float val = uv.r This further gets funky when we have BGR vs RGB and have to swivel the bytes beforehand. Thanks for adding clarity and history to where those weights came from, why they exist at all, and the decision tree that got us there. People don’t realize how many man hours went into those early decisions. | |||||||||||||||||
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