Hi, i’m the developer of open_agb_firm and i would like to ask for a bit of clarification on the usage of your shaders/LUTs. My goal is to have the most accurate colors and until now i have only been using the shader with the colorspace conversion. Do i understand correctly that for the best results i need a combination of that shader and a LUT? This is what i had implemented so far and an extended version with saturation, contrast and brightness is in the works:
As for 3DS LCDs i can tell you it’s a very deep rabbit hole. There are a bunch of different LCDs used by Nintendo and whenever they are calibrated or well calibrated is a literal lottery. We call it LCD lottery for a reason. Some LCDs look very warm and others very cold. And IPS has issues with the gamma curve near black. It’s an absolute mess. What we found out so far is that Nintendo intended LCDs to have a deviation from standard 2.2 gamma like this (top curves). Sorry can’t post more than 2 links with a new account: ht_tps://github.com/profi200/open_agb_firm/discussions/192#discussioncomment-10171955
Example of the difference: ht_tps://github.com/profi200/open_agb_firm/releases/tag/beta_2024-07-30
I tried to compensate for this by applying the curves at the bottom and that already helps a lot but nothing is perfect with Nintendos LCD lottery. Anyway, if you want to discuss technical details of the 3DS hardware i would recommend you to join the GodMode9 Discord or IRC (your choice, they are bridged).