The Best Game Imaging
Dolby Vision ensures that what gamers see on their Dolby Vision TV, laptop, or PC monitor matches what you mastered
We live in a multi-display world, so why are you still mastering your game for one type of display? The Real-Time Rendering SDK manages your mastering process where you create Metadata once, and an individualized master can be generated in real time for any display you plug up.
- Consistent picture across any Dolby Vision device – Using display profile information, Dolby Vision maps your game to any Dolby Vision display’s unique capabilities for a detail-rich picture, across multiple display and screen types.
- Tools for the future – Today most games are mastered for a single reference display. While this means your game looks great in the studio, displays in the wild do a multitude of different modifications to your game based on settings, display capability, and even the input method. Dolby has solved this multi-display problem with the Real-Time Rendering SDK which allows artists to create descriptive metadata based on a known Dolby Vision Display. This metadata is more powerful than a single master as it can transform your game to look the best on any display. Brilliant.
- Leverage the Dolby Ecosystem – Dolby has been growing a wide display ecosystem for more than 5 years. Whether your customers are using entry-level 4K TVs, a Dolby Vision enabled Laptop, or the newly launched Dolby Vision Monitors for PCs, you can ensure your content will display with the accuracy and clarity you approved at the studio.
- No More Calibration Screens – When your game plays back on a Dolby Vision display, you no longer need to force a mandatory calibration screen. Because Dolby has done the hard work of defining white balance, gamma, and backlight brightness with the display manufacturer, you gain the benefit of having a consistent picture mode on any Dolby Vision display automatically with no user interaction.
A Unified Authoring Pipeline for Dolby Vision, HDR10, and SDR
Today, most games have a disjointed asset pipeline that focuses large resources on generating SDR masters, leaving a small team to quickly generate an HDR10 master with sub-par results. Instead, Dolby is offering a better way to master your game holistically with dynamic metadata which saves time and raises your quality bar.
- Master Once in Dolby Vision – When you master in Dolby Vision, you are actually generating dynamic metadata for your game. No matter whether the output is a HDR10 Display that’s only half as bright, or a legacy SDR TV with 72% less color gamut, Dolby’s Tonemappers generate the best signal for that display because you spent time creating dynamic metadata instead of masters. Smart.
- Fine Tune with Hollywood Quality Tools – We created tools for the most demanding Hollywood and game artists. Drill down the look of your SDR scene precisely with this second set of optional dynamic metadata all without affecting your approved Dolby Vision Master.
- Future Proof – The content you create will be in circulation for years to come, and as display technology improves, so will the look of your game. When you provide the Real-Time Rendering SDK a full floating point linear image, you can map it to brighter and more colorful displays that don’t exist or choose to clamp it down to the mastering display for which you created the original metadata. It’s up to you how you want your game to live on.
Game Developers are facing tough pressures to make more games in less time. Dolbys Real-Time Rendering SIDK provides a singular pipeline for creating next generation games in less time, saving you money in the process.
- Art Teams – Because of the single authoring pipeline, your artists only have to create metadata describing a scene once, and multiple masters can be generated in Dolby Vision, HDR10, and SDR displays on the fly.
- Engineering Teams – Our SIDK has an Unreal Engine plugin, allowing you to get into Dolby Vision authoring right away. Custom built game engine? No Problem. We have the libraries and documentation for implementing Dolby Vision into your bespoke engine. We see most AAA game teams integrate Dolby Vision into their engine in around 2 weeks with a single rendering engineer, which solves months of HDR backlog work.
- QA Teams – Because of the single authoring pipeline, you won’t experience art bugs that only occur in one master. This leaves your QA teams open to testing for art bugs on any display available to them.