Video summary
Adjust Until Barely Visible" is a Lie. (Fix Washed Out Games) (PS5, Xbox, PC)
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Key takeaways
Summary of Technological Concepts / Fixes for “Washed Out” Game Brightness (PS5, Xbox, PC)
Root cause: brightness/black-level standards changed with digital video
- With CRT displays, there was a more consistent expectation:
- Black = 16
- White = 235
- (Optionally, some setups allowed “super white” above 235.)
- With modern consoles using digital 0–255 signals (HDMI era), the standard became inconsistent.
- Developers added toggles like Full RGB vs Limited, but this can cause:
- Different games to use different black levels
- Resulting visuals that look washed out or otherwise incorrect.
Why game-by-game settings don’t work reliably
- Example: Half-Life 2 on PC
- The game is said to want a black level of 8
- Which matches neither:
- TV black (16)
- PC black (0)
- This creates a “wild west” where developers place black differently, so game brightness patterns often can’t be trusted.
Recommended RGB/Range strategy (with important hardware caveats)
- The general “intended” approach:
- PC → Full range
- TV → Limited range
- Many modern TVs can do both, but the speaker recommends:
- Using Full range on TV for consistent handling across inputs.
- PlayStation (PS5) issue
- The speaker claims PS5 always outputs 0–255 even when set to limited.
- This may prevent truly running “limited” correctly.
- Xbox (issue mentioned)
- Using Xbox’s calibration tool in PC RGB hides a visibility element.
- Switching to limited can make brightness adjustment require extreme changes, which is difficult because games vary.
The proposed practical fix: target a new “black cutoff”
- Instead of aiming for:
- TV black = 16, or
- PC black = 0
- The video proposes using a target black level of 4.
- Claim: Level 4 corresponds to about ~1.5% brightness, aligning with the “Zone 2” concept from photography (Ansel Adams).
- In Zone 2, black becomes just barely visible as texture.
- Goal of calibration:
- Ensure the darkest game details are barely visible
- Avoid crushing blacks into pure black
- Avoid making shadows turn into flat gray
Second problem: gamma — don’t change it
- The speaker warns that ~90% of games get gamma wrong and that gamma is not a simple brightness control.
- If a game offers a gamma slider, leave it alone, because sliders can:
- Lift blacks (destroy depth), or
- Over-darken / alter colors (depending on direction)
- Instead, use display calibration.
Calibration patterns / what to check
- Bar “4”
- Target “zone two”
- Everything below should be pure black
- 4 should be barely visible
- White level
- Aim to see about 253
- If you can’t see it, or if bars turn pink/red, the speaker says contrast is too high
- Color temperature
- Typically Warm/Normal is most accurate, but it varies by TV model
- Recommendation: look up recommended settings by TV make/model
Additional notes
- The speaker argues developers have been getting this wrong since the PS3 era, and suggests it’s unlikely to be fixed soon.
- Mentions a Discord link (in the description) to download the calibration images/patterns.
Main speakers / sources
- Main speaker: “Must Play Reviews” (channel host presenting the calibration guide)
- Conceptual external reference (not sourced from people):
- Ansel Adams (photography concept: Zone System / “Zone 2”)
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