With most higher end displays being wide gamut, if you work in almost any 3D apps, the output from the framebuffers are generally not color managed. Thus, color decisions you make are being done in the native gamut of the display, even if it's calibrated and profiled. I've only ever come up with a few options to deal with this: 1) Make larger color decisions in the non color managed environment and once you import into PS, you have to do some conversions and assignments of profiles to get it to match, but it's not an ideal solution. 2) If you have higher end displays, force your display into an sRGB or aRGB color space and then calibrate and profile. That way the framebuffer more closely matches a standard device independent color space and you can still use color management. 3) Don't buy high gamut displays. Which brings me to my question. Aside from has anyone else figured out a better workflow, some people I know are calibrating their displays, but abandoning the use of the generated display profile and instead leaving windows in its default sRGB color management settings. As I'm a Mac user and don't run into this, I was curious if doing this has the same effect as clamping the gamut at the hardware? Is this just a software version of this? Doing this basically throws out all color management, but basically converts everything to the same color space (sRGB) and then the outputs regardless of the application match. I'm unclear what window's CM system is actually doing if left unaltered vs actually setting up proper CM. Cheers, Jeff
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