Gran Turismo 7
HDR analysis Gran Turismo 7 on PS5 Pro.
Perfect HDR implementation ππππ
Many amazing bright highlights (up to 10.000 nits), great OLED black levels and HDR colors and you can adjust paper white in-game to get an overall brightness level thats even suitable for high-end HDR TVs.
Max Luminance:
The game can output up to 10.000 nits. Max luminance is automatically setup using the value from PS5's system level HDR calibration/setup.
The game outputs exactly what we have asked it to.
The light sources that I expect to be very bright are all very bright and close to or as bright as max luminance (front and rear car lights, street lights, the Sun etc.)
Objects lit up by the Sun filling larger areas of the screen, such as clouds, are also very bright and as bright as I would expect, meaning less bright then the brightest object on screen, such as the sun. So perfect exposure and tone mapping, it looks like.
Black levels:
Perfect black level floor giving us those amazing 100% OLED blacks.
I also think shadows look great, meaning they have good detail (they are not compressed into a small shadow area or going below zero nits with unnecessary clipping of detail).
Paper white:
There is only one in-game HDR adjustable setting, and that's exposure. It's a paper white or overall brightness setting. It does exactly what it must. It increases upper midtones the most, lower midtones less and upper shadows even less, without touching lower shadows, black level floor or max luminance.
I think the game outputs around 203 nits paper white or a bit more at standard 0.0 exposure. Thats what we want for a 1000 nits TV. I use exposure 0.5 and it looks to give me the overall brightness I want for my 2000 nits TV, so around 343 nits.
Color volume:
The game uses a lot of DCI P3 and that's great. That's HDR colors and that means higher saturated colors that SDR's Rec.709 color space simply canβt represent.
When we combine that with HDR's 10 bit color graduation, we get amazing life-like colors with lots of gradient/detail (Ferrari red ?).
Picture 1 and 2 show 2000 nits max luminance (my TV's max luminance).
Picture 2 is using exposure 0.0, and picture 1 is using 0.0 exposure. We see picture 1 and 2 have the same black level floor, with picture 1 having only slightly higher shadows and significantly higher midtones. This is great. The highlights do look a bit cramped in picture 1 compared to picture 2, but I tested several low hanging Suns in-game and I couldnβt see loss of detail in bright high-lights in the sun or in objects close to the sun (clouds).
Picture 3 shows that the red color on the car is P3 color space (63% of the image is P3 and HDR colors). Great.
Picture 4 is in-game settings. Only one adjustment and that's exposure (paper white).
Below I show black levels on a dark track at night with exposure 0.5. It shows no lifted blacks even when increasing exposure.




Great black levels at night
