I actually use the vivid mode. Don’t really see any issue with it but I’m no expert on colour.
I think there are some bugs in basic functionality, for example mask structures (for RWBG displays) and scanline implementation in hi res games that could be chipped away at, which should take priority, however I respect that priorities would vary from person to person.
Perhaps these changes can be phased in, especially as the Shader is now beginning to gain the popularity and notoriety that it deserved.
In layman’s terms, I’d like to be able to implement virtually identical slot mask and dot mask structures to what I’ve done in my CyberLab Neo-GX Mega Bezel Presets.
I’m somewhat satisfied with the colour I’ve been able to achieve, possibly through workarounds or maybe it’s just my TV, or maybe it’s because I started with vivid and things eventually ended up where they are colour wise.
I think this is important. I prefer the Microsoft way over the Apple way - gradually phasing in change with respect and value for backward compatibility vs cold turkey, break it then deal with the fallout afterwards.
If it needs to be done it needs to be done though. I just tend to work with what’s given to me.
Perhaps once I have a little map or guideline as to what changed and how to get things close to how they looked before, that might help. I’ll then just load up notepad++ and do a mass find and replace on my presets.
So I say do what needs to be done as I don’t fully understand the implications, importance nor the potential improvement which would be provided by the changes you’ve been working on.
I’m not one to stand in the way of progress. Just saying that my priorities might have been different. I’m sure as an end user, I’ll be impressed and appreciate what you’ve done.