Hi everyone. I have a simple 2D pixel art game using SDL and OpenGL. I don’t support HDR, and don’t plan to as it doesn’t make much sense for this type of game. I’ve gotten a report from a user who says that when running my game with Windows 11’s Auto HDR feature enabled, system brightness is incorrect after closing the game, necessitating a driver restart to fix it. According to the user, other games have had that issue as well but “have fixed it" in the meantime.
After some research, I came across suggestions to set “OpenGL present mode” to “Layered in DXGI Swapchain” in the NVIDIA control panel. But because “other games fixed it”, it must be an issue with my game, according to the user, and they don’t seem happy with that workaround.
I don’t know what these other games have done to “fix it” - it clearly feels like a driver or OS bug to me, OpenGL is often not that well supported anymore so it wouldn’t surprise me. I can only assume that there is some kind of workaround, but I don’t know what it might be. It doesn’t seem like there’s a way to control the swapchain settings from within the application when using OpenGL. “Switch to DirectX” isn’t exactly a simple solution, neither is “support HDR”. I do have some custom shaders so using the SDL Renderer (which would give me DirectX rendering on Windows) is also not an option.
Does anyone have any experience with this problem and could give me some pointers?