This document lists the author's recommendations for which matrix to use depending on source / destination items.
Note that these are recommendations ONLY. If you want to do something custom, feel free. If you think I'm wrong, find me on the socials and have a chat. I'm very willing to change my mind if there's enough documentation about, or new measurements show up.
General consensus is: "Japan SD/ED era = D93, Everything else D65" and pick matrix specs roughly in line with that era, territory and technology.
But also, you know... https://xkcd.com/927/
This is all very pedantic, and many of these settings will only have very slight impacts on final images. If you're a technology history buff, you'll probably care a lot. If you just want to play/watch old things, you might not care so much.
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Simulate Japanese PVM
- Source Matrix: Raney Sony PVM-20M2U
- Source White Point: D93
- Source EOTF: gamma 2.25
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Japanese Hi-Vision / MUSE
- Japanese VHS, DVD
- Source Matrix: NTSC-J ARIB
- Source White Point: NTSC-J ARIB spec (near D93)
- Source EOTF: BT.601 spec (non-linear, near gamma 2.2)
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Japanese authored TV-console games, SD (Standard Definition - 240p/480i modes)
- MSX
- Nintendo 8bit, 16bit, N64, GameCube, Wii
- Sega 8bit, 16bit, Saturn, Dreamcast (not VGA out)
- Sony PlayStation 1, 2
- Microsoft Xbox
- Source Matrix: NTSC-J ARIB
- Source White Point: NTSC-J ARIB spec (near D93)
- Source EOTF: BT.601 spec (non-linear, near gamma 2.2)
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Japanese authored TV-console games, ED (Standard Definition - 480p modes)
- Nintendo GameCube, Wii
- Sony PlayStation 2
- Microsoft Xbox
- Source Matrix: NTSC-J ARIB
- Source White Point: NTSC-J ARIB spec (near D93)
- Source EOTF: BT.1886 spec (non-linear, near gamma 2.4)
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Japanese authored PC/VGA games (640x480/800x600/1024x768/1280x1024/etc)
- IBM PC, PC-88, PC-98, Sharp X68000
- Sega Dreamcast in VGA out mode
- Source Matrix: sRGB
- Source White Point: D93
- Source EOTF: sRGB spec (non-linear, near 2.2)
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Japanese authored console games, HD (High Definition - 720p/1080i/1080p modes)
- Microsoft Xbox, Xbox 360, Xbox One, Xbox Series
- Sony PlayStation 2, 3, 4, 5
- Source Matrix: NTSC-J ARIB for analogue systems, BT.709 for digital/HDMI systems
- Source White Point: NTSC-J ARIB spec (near D93) for analogue systems, BT.709 spec (near D65) for digital/HDMI systems
- Source EOTF: BT.1886 (non-linear, near gamma 2.4)
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Very old North American stuff
- 80s VHS / Betamax / LaserDisc
- Atari VCS / 2600 / 5200 / 7800
- Simulate very old North American CRT TVs
- Source Matrix: SMPTE C
- Source White Point: SMPTE C spec (near D65)
- Source EOTF: gamma 2.2
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North American authored console games, SD (Standard Definition, 240p/480i modes)
- Nintendo 8bit, 16bit
- Sega 8bit, 16bit, Saturn, Dreamcast (not VGA out)
- Sony PlayStation 1, 2
- Microsoft Xbox
- Source Matrix: BT.601-525
- Source White Point: BT.601 spec (near D65)
- Source EOTF: BT.601 spec (non-linear, near 2.2)
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European and Australian authored console games, SD (Standard Definition, 288p/576i modes)
- ZX Spectrum
- Amstrad GX4000
- MSX
- Nintendo 8bit, 16bit, N64, GameCube, Wii
- Sega 8bit, 16bit, Saturn, Dreamcast (not VGA out)
- Sony PlayStation 1, 2
- Microsoft Xbox
- Source Matrix: BT.601-625
- Source White Point: BT.601 spec (near D65)
- Source EOTF: BT.601 spec (non-linear, near 2.2)
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1970s / 1980s SECAM Television
- Source Matrix: BT.470-6
- Source White Point: CIE Illuminant C
- Source EOTF: gamma 2.8
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1990s SECAM Television
- Source Matrix: BT.601-625
- Source White Point: BT.601 spec (near D65)
- Source EOTF: gamma 2.8
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Old Apple stuff
- Apple Macintosh family, pre-iMac
- Source Matrix: AppleRGB
- Source White Point: D65
- Source EOTF: gamma 1.8
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Non-Japanese authored PC/VGA games (640x480/800x600/1024x768/1280x1024/etc)
- IBM PC and PC compatible clones, Apple iMac / Power Mac / Mac Pro
- Sega Dreamcast in VGA out mode
- Source Matrix: sRGB
- Source White Point: D65
- Source EOTF: sRGB spec (non-linear, near 2.2)
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Non-Japanese authored TV-console games, ED (Enhanced Definition - 480p/576p modes)
- Nintendo GameCube, Wii
- Sony PlayStation 2
- Microsoft Xbox
- Notes: Strange time, no common standard. BT.601/BT.709 variable depending on individual game.
- Source Matrix: BT.601-525 for NTSC, BT.601-625 for PAL. Optionally BT.709 for any.
- Source White Point: BT.601/BT.709 spec (near D65).
- Source EOTF: BT.601 spec (non-linear, near gamma 2.2). Optionally BT.1886 (non-linear, near gamma 2.4)
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Non-Japanese authored console games, HD (High Definition - 720p/1080i/1080p modes)
- Microsoft Xbox, Xbox 360, Xbox One, Xbox Series
- Sony PlayStation 2, 3, 4, 5
- Source Matrix: BT.709
- Source White Point: BT.709 spec (near D65)
- Source EOTF: BT.1886 (non-linear, near gamma 2.4)
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Brazilian authored console games, SD (Standard Definition)
- Nintendo 8bit, 16bit, Gamecube, Wii (480i mode)
- Sega 8bit, 16bit
- Source Matrix: PAL-M/BT.470-6
- Source White Point: CIE Illuminant C
- Source EOTF: Gamma 2.8
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VGA/SVGA PC CRT, LCD/OLED PC Monitor, SDR
- Destination Matrix: sRGB
- Destination White Point: sRGB spec (near D65)
- Destination EOTF: sRGB spec (non-linear, near 2.2)
- Full range RGB, 8bit
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LCD/OLED/Plasma Television, HD, SDR
- Destination Matrix: BT.709
- Destination White Point: BT.709 spec (near D65)
- Destination EOTF: BT.1886 (choose first mode if HD source, choose second "CRT approximation mode" if SD source).
- Limited range RGB, 8bit
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LCD/OLED Television, UHD ("4K"), SDR
- Destination Matrix: BT.2020
- Destination White Point: BT.2020 spec (near D65)
- Destination EOTF: BT.1886 (choose first mode if HD source, choose second "CRT approximation mode" if SD source).
- Narrow range RGB, 10bit
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LCD/OLED Television, UHD ("4K"), HDR
- Destination Matrix: BT.2020
- Destination White Point: BT.2020 spec (near D65)
- Destination EOTF: SMPTE ST 2084 / PQ
- Narrow range RGB, 10bit