High Dynamic Range
Overview
High Dynamic Range (HDR) is a technology used in imaging and display devices to enhance the contrast and color range of the visuals.
Key aspects:
- Enhanced Contrast: HDR increases the difference between the darkest and brightest parts of an image, resulting in brighter highlights without clipping, deeper shadows, and more detail across the entire brightness spectrum.
- Wide Color Gamut (WCG): HDR can display a broader range of colors – more saturated tones, more vivid oranges, reds, greens, and purples, better reproduction of real‑world materials (skin tones, neon lights, etc.) – making images look more vibrant and realistic.
- Brightness: HDR content can achieve higher brightness levels, which helps in displaying more details in bright areas without washing out the image.
- HDR Formats: There are several HDR formats, including HDR10, Dolby Vision, and HLG (Hybrid Log-Gamma); each format has its own specifications and advantages.
HDR is commonly used in TVs, monitors, cameras, and streaming services to provide a more immersive and lifelike viewing experience. HDR content can be encoded using various codecs (like H.265) and stored in different formats (like MP4 or MKV).
HDR/WCG support
DSOS 4.9.0 / Elementi 2025 introduces the support for High Dynamic Range (HDR) and Wide Color Gamut (WCG) output on iBX440 players, enabling brighter highlights, deeper shadows, richer color reproduction, and an overall more lifelike visual experience on compatible displays.
HDR support includes:
- 10‑bit and 12‑bit internal pipelines
- PQ (ST.2084), HLG, and gamma transfer functions
- 10‑bit/12‑bit color depth HEVC (H.265) and AV1 and the full H.273 color parameters for video files
- AV1 Image File Format (AVIF) and ICC profiles in PNG and JPEG images for wide-gamut color support
- Automatic HDR mode selection based on display's EDID
- Advanced tone mapping for SDR fallback
- New HDR-related parameters in Elementi 2025 for content authors. HDR is enabled per project.
- Rec. 2100 – ITU-R Recommendation for HDR-TV (same chromaticity of color primaries and white point as Rec. 2020 with PQ or HLG)
Wide Color Gamut support includes:
- Rec. 2020 – ITU-R Recommendation for UHDTV
- DCI-P3
HDR is enabled through a project setting. Once the Elementi project is published, the player automatically switches the rendering pipeline to high‑precision, and enables HDR video output mode if the connected display supports HDR. If the connected display doesn't support HDR, content is tone-mapped to SDR.
Requirements
To benefit from HDR, you need:
Hardware:
- iBX440 player
- HDR-capable display (HDR10 or HLG)
- An HDMI 2.0 cable or a DisplayPort cables rated for 10/12‑bit color depth and the required resolution/refresh rate. Note that the iBX440 does not support HDMI 2.1, so HDR in 4K resolution on HDMI will use 4:2:0 subsampling.
Software:
- Elementi 2025 or later
- A project explicitly marked as HDR
HDR content:
- HDR videos: 10‑bit/12‑bit HEVC (H.265) or AV1
- High‑quality images, including HDR‑AVIF
HDR content can be published to an iBX440 connected to an SDR screen and will gracefully tone map, but HDR content cannot be published to non-8K capable players such as the iBX410 or HMP400.
HDR projects in Elementi
Create an HDR project
Follow these steps:

- Create a new project in Elementi.
- Make sure to set the following project's properties within the "New Project" dialog:
- Model: Chose the target player model as "iBX440 / 8K Partner Player".
- Color Gamut: Select
HDR. - HDR Mode: Select from
HLG,PQ, andGamma. This defines which transfer function is used to drive the HDR output of the player. - White level: Enter the diffuse white luminance; defaults to
400lm. This defines the reference brightness for “normal” white surfaces in the image (e.g. paper, walls, skin tones). - Max CLL: Enter the maximum pixel brightness the content is expected to reach. Defaults to
1000lm. - Max FALL: Enter the maximum average brightness of an entire frame to avoid sustained over‑brightness. Defaults to
1000lm.
- Click the 🆗 button to create the project.
Notes:
- Elementi doesn't render the content in HDR, it uses tone mapping.
- The default values of the brightness parameters are wrongly labeled as lumens (
lm), instead of nits (cd/m2). This will be fixed in the next release. - To revert a project to SDR, change the color gamut to
SDRin project settings. Beware than any HDR media must be remove or replaced by an SDR equivalent in this case.
HDR mode and brightness parameters
When creating an HDR project in Elementi, the “HDR Mode” setting defines the transfer function used by the rendering pipeline and determines how the HDR-related brightness parameters (“White level”, “Max CLL”, and “Max FALL”) are interpreted. The available modes are “PQ”, “HLG”, and “Gamma”. Not all parameters apply to all modes.
HLG
HLG (Hybrid Log‑Gamma) is a relative HDR mode that adapts automatically to the brightness capabilities of the display. It is recommended for signage and installations with varying or unknown display brightness.
In HLG mode:
- White level is the primary brightness control
- MaxCLL is treated as a guidance value for highlight roll‑off
- MaxFALL acts as a soft limiter
PQ
PQ (Perceptual Quantizer – ST.2084) is an absolute HDR mode where signal values correspond to real‑world luminance (in nits). It is recommended for properly mastered HDR10 content and controlled display environments.
In PQ mode, all parameters are fully active and used for tone mapping:
- Diffuse White sets the reference white luminance
- MaxCLL defines the expected peak highlight brightness
- MaxFALL limits sustained average brightness
Gamma
Gamma corresponds to a traditional SDR transfer function. It is used for WCG workflows where extra brightness is not required as it maximizes the usage of the 10 bits for color range. In this mode:
- The brightness behaves as SDR
- White level maps to standard SDR white
- MaxCLL and MaxFALL are disabled
- The player will request an HDR output modes from the display suitable to display the wider color gamut
White level
This defines the reference brightness for “normal” white surfaces (e.g. paper, walls, skin tones). It primarily affects mid‑tones, not peak highlights.
- Lower values → darker mid‑tones, stronger highlight contrast
- Higher values → brighter overall image, flatter highlights
Diffuse White is active in PQ and HLG modes.
Max CLL and Max FALL
- Max CLL (Maximum Content Light Level) specifies the maximum pixel brightness the content is expected to reach.
- Max FALL (Maximum Frame‑Average Light Level) limits the maximum average brightness of an entire frame to avoid sustained over‑brightness.
If the display is HDR capable, the Max CLL, Max FALL, and color primaries values are sent to the display as static metadata (e.g., HDMI info frames). The player does not control how the display uses this information but it is typically used for internal tone mapping because most displays have relatively limited true HDR ranges compared to the full PQ and HLG curves.
When the display is not HDR-capable, these parameters are used by the player to perform tone mapping of HDR media to SDR range.
While the player will consume static (HDR10) or dynamic (HDR10+) metadata in video files, if present, to perform optimal tone mapping when it does tone mapping, the values sent to the display in info frames are the static ones you configure for a project since a scene may be composed with multiple medias, each having its own metadata. The Max CLL and Max FALL in this case are your "mastering" values and rendering on screen will be optimal when these values closely match the actual characteristics of the display.
Use HDR content
If target hardware supports HDR, then HDR is preserved fully end‑to‑end upon import; HDR metadata (primaries, transfer function, mastering info) is preserved to ensure correct output. All elements are rendered in high precision to minimize banding.
Supported formats:
- Video: 10‑bit/12‑bit color depth HEVC (H.265) and AV1. Very heavy formats (e.g., 8K60 HDR AV1) may be transcoded automatically for stable playback.
- Graphics: AV1 Image File Format (AVIF), PNG, JPEG, and other standard formats with wide-gamut color support
If the target is SDR‑only, then Elementi applies tone mapping and resulting media becomes SDR-safe. Elementi shows a warning whenever tone mapping has been applied.
Use standard content
Non-HDR assets can be used in HDR projects:
- Existing templates, widgets, SVGs, CSS colors
- Standard sRGB colors remain visually consistent
- The HDR pipeline reduces banding and improves gradients
Use WCG Colors
Standard CSS colors work normally. For wide-gamut colors, use:
color(display-p3 r g b)color(rec2020 r g b)
Values for red, green, and blue are typically represented as decimals from 0 to 1.
iBX440 player behavior
When playing an HDR project, the iBX440:
- Reads the display's EDID.
- Detects HDR/WCG support.
- Selects HDR10 or HLG mode (10/12‑bit, RGB/YCbCr as appropriate).
- If unsupported, falls back to SDR and tone maps content.
The player reacts to display hot-plug events as usual, just that after each event, the player recalculates HDR capability and re-applies the correct output mode.
Diagnostics and verification
HDR output status
The Status API info or get_info RPC command shows:
- HDR vs SDR mode
- Bits per channel
- Color format
- Active HDR standard (PQ/HLG)
Useful for integrators ensuring correct setup.
Snapshots
The iBX440 supports:
- JPEG snapshots with embedded ICC profile, available in Control Center and via the Status API.
- 16‑bit PNG snapshots for diagnostics (gradients, tone mapping evaluation) via the Pull Mode's upload action – to get a PNG file, use
-snapshotshortcut followed by a destination file name with a .png extension.
These help in comparing displays, tuning HDR parameters, or sharing issues with support.
Multiscreen considerations & limitations
- Mixed HDR + SDR video walls may not behave predictably – to be avoided.
- Systems may fall back to SDR if common capability is not found
- Some hardware generations show slight variations in very bright highlights
Best Practices
- Use HDR sources, HDR projects, HDR players, HDR displays — end‑to‑end HDR pipeline
- Adjust HDR parameters (Diffuse white level, Max CLL) while viewing the final display
- Confirm output state via Status or snapshots
- Test on the target hardware — ambient light and display quality strongly affect perceived HDR impact