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I use this site to check if a game is natively HDR compatible (I’m not sure if the list is exhaustive): https://www.pcgamingwiki.com/wiki/List_of_games_that_support_high_dynamic_range_display_(HDR)
If a game isn’t on the list, it means that the developers haven’t integrated this feature.
But if you have HDR enabled on your Windows, it will still try to apply Automatic HDR (which is also called SDR and is done automatically, without human adjustment or verification). Having poor experiences with SDR in general, I have completely disabled it for all my applications (although you can do it case by case).
I also add that I have greatly improved my HDR experience in general by using "HDR Calibration" (official tool from Microsoft, here’s the link from the Microsoft Store):
https://apps.microsoft.com/detail/9n7f2sm5d1lr
This allows you to calibrate your HDR on Windows.
HDR is great, but if it’s not calibrated, it turns into a nightmare. And if a game doesn’t offer in-game calibration, the quality is generally not very good.
https://imgur.com/cTM7N5h
Also, I'll try toggling ray tracing and DLSS on and off, as it can have a significant impact on the lighting.
I've done the HDR Calibration in Windows and AutoHDR is disabled already.
What I'm trying to figure out are 2 things:
1. Peak nits. What are they set to for Myst? It doesn't let me choose, so it must have some internal value, and it may be configurable.
2. Is the SDR or HDR presentation correct? From what I saw in the 90s game, the SDR presentation looks correct. The HDR should be something added to it, but it's a completely different presentation with a different set of lighting, colors, tone, grading, etc. That's not how any other game works with native HDR including Riven.
Your version of HDR looks like mine. I think something's wrong in the game code to make it look like it's evening time; all orange like that.
Here's what PCGamingWiki says: https://www.pcgamingwiki.com/wiki/Engine:Unreal_Engine_4#High_dynamic_range_.28HDR.29