[Review] Odyssey Neo G9: How the Most Powerful Gaming Monitor Available Can Transform Your Gaming Space and Your Performance
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By Samsung Newsroom
In video content, audio is just as essential as the visuals, playing a key role in immersion and making viewers feel as if they are part of the scene. To create a truly optimized sound experience, Samsung Electronics collaborated with Google to develop Eclipsa Audio — a cutting-edge 3D audio technology officially introduced through Samsung TVs last month at the Consumer Electronics Show (CES) 2025 in Las Vegas.
Samsung Newsroom took a closer look at the technology behind Eclipsa Audio and how it delivers lifelike 3D spatial audio.
Developing 3D Spatial Audio Technology
In 2023, the Alliance for Open Media (AOM) — a global consortium that includes Samsung, Google, Netflix, Meta and other leading companies — officially adopted Immersive Audio Model and Formats (IAMF) as the industry standard for 3D audio. Developed by Samsung and Google, this innovative 3D audio format is currently available to content creators under the brand name Eclipsa Audio.
Eclipsa Audio establishes a shared protocol between different types of media content and the devices that play them. The format delivers a deeply immersive listening experience by optimizing and adapting audio positioning, intensity, spatial reflections and other sound elements to various output environments, such as cinemas, home theater systems, gaming consoles and mobile devices.
Depending on the output device, the technology can render sound from multiple directions — including from the front, back, left, right, above and below — to create a sense of spatial depth and presence within the scene being watched. In a concert video for instance, Eclipsa Audio presents the artist’s performance in crystal-clear detail while also capturing the energy of the audience, making the viewer feel as if they are physically there.
Designed for Optimal 3D Audio in Everyday Life
Among the growing range of technologies enhancing 3D sound — including surround sound, immersive audio and spatial audio — Eclipsa Audio was specifically designed to provide a 3D audio experience optimized for everyday listening.
Traditionally, 3D audio content is created with the assumption that it will be played in environments equipped with multiple surround speakers. However, most home entertainment setups primarily consist of a TV and a soundbar — making it challenging to accurately replicate the content creator’s intended spatial audio effects. Eclipsa Audio overcomes this limitation by automatically analyzing sound elements in each segment of a film — from whispered dialogue to the roar of fighter jets in the background — and delivering a dynamic 3D audio effect fine-tuned for the viewer’s home environment.
Building a 3D Audio Ecosystem With Open-Source Technology
Eclipsa Audio’s open-source framework sets it apart from other 3D audio technologies by allowing anyone to create 3D audio content without paying royalties. Following its debut at CES 2025, the technology has been met with enthusiasm from content creators and has gained momentum across media platforms and online communities.
In this way, Eclipsa Audio serves as an open vessel in which content creators can integrate 3D audio elements from all directions without restrictions. By democratizing spatial audio, Eclipsa Audio empowers content creators and ensures that consumers experience sound as intended — regardless of their audio setup.
Eclipsa Audio on Samsung TVs
Eclipsa Audio’s immersive 3D sound performs at its best when paired with exceptional hardware. To make that peak performance a reality, Samsung and Google have worked tirelessly to provide consumers with Eclipsa Audio-supported 3D audio content — soon to be available via the YouTube app on Samsung’s latest TVs. Eclipsa Audio is set to roll out across the company’s entire 2025 TV lineup from the Crystal UHD series to the premium flagship Neo QLED 8K models.1
Most Samsung TVs are equipped with stereo speakers at the bottom of the screen, and for QLED 4K models and above, additional speakers are positioned at the top. Flagship models, though, come with extra benefits. Besides surround speakers added to the rear of the sides, their top-positioned speakers are specially designed for height perception. Eclipsa Audio reflects sound off the ceiling with these special speakers, creating an effect that allows viewers to experience upward-directional audio — such as the sensation of an object flying overhead. Pairing the TV with a soundbar further enhances the experience, producing richer and more expansive 3D spatial audio.
Eclipsa Audio has established the foundation for a 3D audio content ecosystem by bringing industry leaders — from device manufacturers to content platforms — together under a unified standard. In an era where streaming services blur the line between content creation and consumption, Eclipsa Audio unlocks new possibilities for immersive sound that Samsung is determined to further expand.
1 Rollout schedule and service details may vary depending on the TV model.
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By Samsung Newsroom
Quantum dots have attracted attention as next-generation material for a wide range of applications including displays, medical devices and solar cells. In 2014, Samsung Electronics developed the world’s first no-cadmium quantum dot material and successfully commercialized quantum dot technology with its SUHD TVs. Since 2017, the company has continued to build on its legacy of quantum dot mastery through QLED — its own quantum dot TV series. Samsung Newsroom explored how quantum dots are taking Samsung displays to the next level.
Quantum Dots: The Next Generation of Display Innovation
Quantum dots are ultra-fine semiconductor particles that are tens of thousands of times thinner than a human hair. Since inception, their physical characteristics that allow them to provide the highest level of color accuracy and brightness among existing materials had them positioned to revolutionize display technology.
When used in displays, quantum dots support a wide color gamut that closely matches colors perceived by the human eye and facilitate pixel-level light adjustment for more accurate black levels. Emitting light in all directions, quantum dots deliver uniform luminance and consistent color from any viewing angle while minimizing blue light exposure for a more comfortable viewing experience.
▲ SUHD TVs at CES 2015
What Sets Quantum Dot TVs Apart: Content, Film Quality and No-Cadmium Technology
The TV industry continues research and development into the commercialization of quantum dots as the material becomes a game-changer in display technology. For that reason, a variety of quantum dot TVs have hit the market recently — offering a wide range of options to customers.
However, key differences in quantum dot TVs lie in how the technology is implemented and the overall quality of the display. To ensure a premium viewing experience, factors such as the amount of quantum dot content, the quality of quantum dot film and the use of no-cadmium materials must be considered.
▲ Factors to consider when selecting a high-quality quantum dot TV
Quantum Dot Content
The true quality of a quantum dot TV is defined by its quantum dot content. The quantum dot layer requires a minimum of 30 parts per million (ppm) of the material to achieve the vivid, rich picture quality and color expression that only quantum dots can deliver.
Quantum Dot Film
Quantum dot displays have a simpler and more efficient structure compared to LCDs. Samsung QLEDs eliminate the need for a phosphor layer, enhancing light and energy efficiency while delivering more vivid colors. A quantum dot OLED (QD-OLED), which consists of a thin-film transistor (TFT) layer,1 a self-emitting light source and a quantum dot film that uses the light emitted from the light source, takes a step further enhancing picture quality. In either case, a dedicated quantum dot film that contains sufficient quantum dots is key in delivering top-class picture quality and longevity.
▲ A comparison of QD-OLED and LCD displays
No Cadmium
In the early stages of developing quantum dot TVs, cadmium was essential to achieving the key benefits of quantum dots such as color reproduction and contrast ratio. At the time, cadmium was considered the most efficient material for producing quantum dots.
However, cadmium’s toxicity became a significant obstacle to the commercialization of quantum dot technology. The element posed serious threats to the environment — making its widespread use difficult despite being the most suitable material for implementing quantum dot technology.
In response to this challenge, Samsung developed the world’s first no-cadmium quantum dot material in 2014 and successfully commercialized quantum dot technology with its SUHD TVs in the following year to open a new era of quantum dot TVs.
10 Years of Quantum Dot Innovation and Leadership
Samsung has quickly recognized the potential of quantum dot technology and led innovation in the global display market over the past decade through continuous research and investment.
▲ A timeline of Samsung’s quantum dot technology development from 2001 to 2022
Samsung began researching and developing quantum dot technology in 2001 — at a time when there was limited research on non-cadmium materials. Achieving vivid colors required making the nano-sized particles uniform, but the lack of technology and research made mass production extremely challenging.
Despite these obstacles, Samsung succeeded in creating a no-cadmium nanocrystal material in 2014. Since then, the company has accumulated extensive expertise — registering more than 150 patents — and continuously worked on advancing the technology. Samsung’s long-standing commitment culminated in 2015 when the company unveiled the world’s first SUHD TVs with no-cadmium quantum dot technology.
▲ QLED TVs (75Q8C and 88Q8F) at Samsung’s First Look 2017 event during CES 2017
Samsung’s QLED lineup was revealed in 2017, setting a new standard for premium TVs that overcame the limitations of OLED TVs. By applying metal quantum dot technology, Samsung achieved the Digital Cinema Initiative’s color standard DCI-P3 and achieved 100% color volume for the first time in the world — thereby presenting unparalleled color expression. Notably, the use of inorganic quantum dot technology protected the screens from burn-in2 to ensure consistent picture quality over time.
▲ (From left to right) Kwang-Hee Kim, Dr. Taehyung Kim, Dr, Eunjoo Jang, Sungwoo Kim and Seon-Myeong Choi from Samsung Advanced Institute of Technology
Following its success in developing a red light-emitting element for displays in 2019, the company enhanced the luminous efficiency of blue self-emitting QLEDs — considered the most challenging to implement among the three primary QLED colors3 — to an industry-leading 20.2%.
“Discovering a blue material for self-emitting QLEDs and demonstrating industry-leading performance at the device level were significant achievements of this research,” said Dr. Eunjoo Chang, a fellow at Samsung Advanced Institute of Technology. “Samsung’s distinctive quantum dot technology has once again overcome technical barriers.”
This cutting-edge advancements led to the launch of the QD-OLED TVs, making history at CES 2022 by winning the Best of Innovation award for integrating quantum dot technology and OLED displays.
Samsung remains dedicated to advancing quantum dot technology through continuous innovation. The company continues to invest in leading display technology — from QLED to Neo OLED — by offering high brightness, color accuracy and frequency. Driven by Samsung’s unrivaled quantum dot innovations, the future of display technology is brighter than ever.
1 An electronic circuit that adjusts and controls the light-emitting layers
2 Occurs when a static image is displayed for too long, causing color distortions or ghost images to remain on screen
3 Red, green and blue
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By Samsung Newsroom
Play Asset Delivery (PAD) enhances the gaming experience by offering the advantages of application bundles, which are packages that group all necessary resources for efficient delivery, making downloads faster and installations smoother for players. Android App Bundles (AAB) are a type of PAD, the modern way of building and publishing Android applications and games in Google Play Store. The Samsung Galaxy Store recently introduced the option to upload AAB files to Galaxy Store Seller Portal. However, AABs have some Google Play Store proprietary features that might make a game non-functional when it is uploaded to Galaxy Store. This article explores ways in which you can utilize PAD while ensuring your game remains compatible with Galaxy Store.
Purpose
PAD is a very useful feature that helps reduce the game's initial download size, as it downloads various game assets at runtime. There are multiple ways of using this feature in Unity games. However, certain PAD configurations may cause the game's assets to fail to load when the game is published to Galaxy Store. In this tutorial, you learn how to properly configure PAD and adjust Unity configurations accordingly, so your game can be successfully published to Galaxy Store.
In the following sections, PAD functionalities are implemented in an existing coin collector game (referenced in the article Integrating Samsung IAP in Your Unity Game), demonstrating how to download and apply a new set of materials for the floor tile at runtime. Here, you also learn about the adjustments that are necessary for successfully publishing a game using PAD to Galaxy Store.
Prerequisites
To follow this tutorial, ensure that your setup has the following:
Unity Game Engine version 2023.2 or above The "Addressables for Android" package for Unity A Google Play developer account A Galaxy Store Seller Portal commercial seller account A game created using Unity where you want to add the PAD features To implement PAD in your Unity game, you can use the "Addressables for Android" package. This is the easiest and most convenient way to implement PAD in a game. This package is only supported on Unity version 2023.2 or above. If your game is built using a previous version of Unity, please migrate your game to the Unity 2023.2 version first.
PAD implementation considerations
There are multitude of ways to implement PAD in games built with the Unity engine. However, the most common method for implementing PAD restricts the game to being publishable exclusively on the Google Play Store and does not provide any easy method of disabling PAD for uploading these games into other storefronts. For the best experience with your game, it is recommended to use PAD to bundle all game assets together. This approach ensures that all necessary resources are downloaded right away, preventing any missing assets which could affect the user experience.
There are three types of asset packs that can be configured while using PAD: "Install Time," "Fast Follow," and "On Demand." Games that use the "Install Time" asset packs can be uploaded to Galaxy Store without any issues as these assets are installed together with the game and do not require any separate downloads. When Galaxy Store generates a universal APK from AAB files, the "Install Time" assets are directly included in the APK.
Games that are designed to only use "On Demand" or "Fast Follow" asset packs do not allow downloading their assets when they are uploaded to a storefront that is not the Google Play Store. Thus, for any game that uses either the "On Demand" or "Fast Follow" asset pack delivery method, PAD must be disabled in order to upload the game to Galaxy Store.
To ensure that your game's PAD functionality can be easily switched off and your game is successfully uploaded to Galaxy Store, the "Addressables for Android" package must be used to implement PAD.
This article assumes that you have implemented PAD in your game using the "Addressables for Android" package and that you have also configured these two assets with the following configurations:
A "Grass" asset pack set to be downloaded as a "Fast Follow" asset A "Ground" asset pack set to be downloaded as an "On Demand" asset In the next sections, you learn how to integrate PAD into your existing Unity game using the "Addressables for Android" package so that you can easily publish your game to Galaxy Store with minimal changes.
Basic steps to implement PAD in your Unity game
In this section, you learn how to configure your assets using PAD functionality that keeps your game compatible with both Google Play and Galaxy Store.
In Unity, configure "Build Settings" to run the game on Android and generate the AAB: Click File > Build Settings and then select the Android tab. On the "Android" tab, select the Build App Bundle (Google Play) checkbox.
Figure 1: Enabling the "Build App Bundle" option
Install the "Addressables for Android" package from the Unity Package Manager. This additionally installs the "Addressables" package as a dependency. Initialize PAD. Go to Window > Asset Management > Addressables and click Init Play Asset Delivery.
Figure 2: "Init Play Asset Delivery" option
Configure the "Addressables Groups" for assets: Select Window > Asset Management > Addressables > Groups. Click New > Play Asset Delivery Assets. This creates a new group. Enter a descriptive name. For the purposes of this walkthrough, name one group "Grass" and then create another group and name it "Ground."
Figure 3: Creating asset groups
Assign the assets to the Addressables Group: Select the assets you want to assign to an Addressables Group and in the "Inspector" dialog box, tick the Addressable checkbox. The asset is converted into an "Addressable" and assigned to the default Addressables Group.
Figure 4: Converting assets into Addressables
Click the folder name in the "Group" field. In the example, the folder name is "Grass."
Drag and drop the asset from the default group to the group of your choosing. For the purposes of this exercise, assign the grass material related assets to the "Grass" Addressables Group and ground material related assets to the "Ground" Addressables Group.
Figure 5: Assigning assets to groups
Configure the "Play Asset Delivery" schema for these addressable groups to add the PAD functionality to your game: Select any of the top-level Asset Group names in the "Addressables Groups" window to open the inspector window for that group. Scroll down in the "Inspector" window until you find the "Play Asset Delivery" schema. From the "Delivery Type" dropdown list, select Install Time, Fast Follow, or On Demand, based on your requirements. There is a demonstration below on how the game might behave on Galaxy Store when you choose the option "On Demand." For more information, see the Testing your PAD Enabled Game on the Play Store and Galaxy Store section.
Figure 6: Selecting the delivery type for asset groups
In the "Addressables Groups" dialog box, select Build > New Build > Play Asset Delivery. Now, the game's addressable-asset configuration is complete. Each asset assigned to an addressable group is packed into an asset pack for that group and the asset pack can be downloaded separately using PAD. Note that asset packs can only be downloaded separately from the Play Store if their delivery type is "On Demand" or "Fast Follow."
Loading and using the addressable assets with AssetReference
This section provides a script which details how to load the addressable assets that were implemented with PAD in the earlier sections. Your game is set up to load the addressable assets efficiently. If an asset has not been downloaded yet, the game automatically attempts to download it as an "On Demand" asset using PAD before it loads into the game.
To complete this setup, use the AssetReference type in your game. This feature enables you to manage and edit addressable assets dynamically at runtime, which gives you more flexibility and control over the assets that your game uses.
To use two game addressable assets in your script, follow these steps:
Create two AssetReference instances for the floor types (grass and ground) that you added in the previous section. Add the SerializeField attribute to these AssetReference instances. This enables setting up the assets directly from the Unity editor: [SerializeField] AssetReference Grass_mat; [SerializeField] AssetReference Ground_mat; In the Unity editor, drag and drop the grass and ground assets into the fields in the GameObject script section. Now the AssetReferences specifically reference these two assets during runtime.
Downloading assets during runtime is necessary for PAD. Use AsyncOperations to load these assets:
Grass_mat.LoadAssetAsync<Material>().Completed += OnGrassAssetLoaded; Ground_mat.LoadAssetAsync<Material>().Completed += OnGroundAssetLoaded; The OnGrassAssetLoaded and OnGroundAssetLoaded handler functions are defined to use the loaded assets. The LoadAssetAsync method passes the asset using an AsyncOperationHandle, and from there you can access the asset itself using the AsyncOperationHandle.Result parameter.
In this game, we are using PAD to load the grass and ground assets. Once they are successfully loaded, you can change the floor tile material using the following handler functions.
In this example, after loading the grass and ground assets, you apply the material change to all the floor tiles in the level:
void OnGroundAssetLoaded(AsyncOperationHandle<Material> handle) { groundMaterial = handle.Result; foreach (GameObject prefab in floorPrefabs) { prefab.GetComponent<MeshRenderer>().material = groundMaterial; } } Save the script and go back to the Unity editor. The new materials are loaded and applied to the floor tiles in the level.
Testing your PAD-enabled game on the Play Store and Galaxy Store
The game configuration for using addressable assets and PAD is complete. Before publishing your game, consider whether to use the "Split Application Binary" option.
On the Android Player settings, expand "Publishing Settings," and scroll down to the "Split Application Binary" checkbox. This checkbox decides how Unity handles packaging when building the game. If this checkbox is checked, Unity splits the base game files from the asset files when building the AAB and enables you to configure each PAD feature in your game. In the images below, you can see what happens when you choose this option. If this option is unchecked, Unity always generates a singular archive file and disables PAD. This is the safest option for uploading your game to Galaxy Store, if your PAD configuration is using options that are not supported by Galaxy Store.
Figure 7: "Split Application Binary" option
To enable PAD, check the "Split Application Binary" option Build the game and upload the generated AAB file to both the Play Store and Galaxy Store to check how the game behaves in both stores. If the game assets load correctly in both stores, the PAD configuration was done correctly. Below is an example of what might happen if "On Demand" configuration is used instead.
When the game is downloaded from the Play Store, Unity automatically downloads the "On Demand" assets. A notification for an "Additional file download" appears during the download process:
Figure 8: Additional file download notification
Once the download is complete, the downloaded asset is loaded in your game, replacing the previous assets. In this example game case, the old ground and grass materials are changed to the new textures configured in the previous section.
Figure 9: Assets updated in the game
However, when the same game AAB file is uploaded to Galaxy Store and a user downloads it from this store, the PAD assets are not downloaded. Thus, when the game tries to use these assets, they cannot be loaded into the game's memory and glitches might appear.
While additional error checking can be done to avoid these glitches, the functionalities which require PAD assets still cannot be used. Internally, the game checks the installation source before trying to download the PAD assets and throws an error if the game is not installed from the Play Store.
Figure 10: Issues might occur if a PAD-enabled game is uploaded to Galaxy Store
Making the game compatible with Galaxy Store
To upload your game to Galaxy Store, you can adjust the asset handling to be compatible with Galaxy Store. The best way to do this is by bundling the assets together with the base game, as explained in the previous sections.
This method is highly recommended. This ensures that the required assets are always available with the game, as well as allowing you to change the assets during runtime, if necessary. Though this can increase the game download size and require you to upload a separate AAB file to Galaxy Store, the process ensures that the assets are always available with the game for full feature parity across all storefronts.
To make your game build compatible with all storefronts, choose one of the following approaches.
Option 1: Uncheck the "Split Application Binary" checkbox
Go to Build Settings > Player Settings > Publishing Settings and uncheck the Split Application Binary checkbox. When you then compile the game, the new AAB file is compatible with Galaxy Store and all the game's functionalities remain intact.
Figure 11: "Split Application Binary" unchecked option.
With this option, the assets are packaged together with the game and no separate download is required.
Option 2: Change delivery type to "Install Time"
If you want to keep using PAD, you can achieve compatibility by changing all addressable asset groups' delivery type to "Install Time." Keep in mind that when choosing this option, all assets need to be changed to "Install Time" one by one, while the previous one is a one-click process. Unlike "On Demand" and "Fast Follow" asset packs, "Install Time" asset packs are included in the universal APK. Thus, the assets are downloaded together with the game and work as intended without causing errors.
From the user's perspective, the main difference between "Install Time" and other PAD options is whether the assets are downloaded when the game is installed or later during gameplay. The initial download size is larger when the assets are packaged together with the game, but on the other hand, the user will not need to wait for the assets to download later during gameplay. This enables offline gameplay as well.
Conclusion
In this tutorial, you have learned how to configure a Unity game with PAD so that it can easily be published to Galaxy Store without requiring massive changes or breaking any compatibility. For more information, check out the "Addressables for Android" package documentation page Build content for Play Asset Delivery. If you have any feedback or questions, reach out to us in the Samsung Developers Forum.
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By Samsung Newsroom
Samsung Electronics today announced that seven models1 in its 2024 Neo QLED and QLED lineup are the first in the industry to receive both the True Cinema Black and HDR Brightness Accuracy certifications from Verband Deutscher Elektrotechniker (VDE), a leading German electrical engineering certification institute.
“Technology continues to advance, enabling us to deliver an unmatched cinematic experience right in our customers’ homes,” said Yongjae Kim, Executive Vice President and Deputy Head of R&D Team, Visual Display Business. “We are committed to setting the highest standards for picture quality in both high-resolution and big-screen TVs, and we are proud that our Neo QLED TVs have earned these industry-first certifications from VDE.”
Bringing Film Colors to Life
Six of Samsung’s 2024 Neo QLED 8K and 4K models, as well as one QLED 4K model, obtain industry’s first HDR Brightness Accuracy certification. This certification assures that these models accurately reproduce the brightness levels of HDR content, staying true to HDR standards and delivering picture quality that closely matches what the human eye perceives.2
HDR technology enhances both the bright and dark areas of an image, providing detailed and realistic visuals that bring films to life. Whether in a living room, bedroom, office or kitchen, Samsung’s Neo QLED and QLED TVs offer customers the opportunity to enjoy exceptional cinematic quality in any environment.
Elevating the Home Viewing Experience
These seven models in Samsung’s 2024 Neo QLED and QLED lineup have also set a new benchmark in home entertainment by becoming the first to earn the True Cinema Black certification,3 which highlights the exceptional local dimming performance. The TVs are capable of transforming wide aspect ratio films into a 4:3 format, fitting the screen precisely without any light blooming, thus preserving the cinematic integrity.
The certification is based on strict evaluations of black levels in the Letterbox area of the screen, ensuring that these areas remain deep and immersive when viewing official footage from the American Society of Cinematographers (ASC) — within the guidelines of the Video Electronics Standards Association (VESA®). The superior local dimming performance eliminates unwanted light interference, allowing viewers to experience movies as they were intended, with deep blacks and vivid details, akin to a theater experience.
Samsung’s commitment to innovation and quality has led to the development of TVs that meet the highest standards in the industry. With the True Cinema Black and HDR Brightness Accuracy certifications, the 2024 Neo QLED lineup are poised to deliver an unparalleled home viewing experience so users can enjoy world-class picture quality in any setting.
1 Neo QLED 8K (QN900D, QN800D, QN990C), Neo QLED 4K (QN95D, QN90D, QN87D/QN88D, QN85D), QLED(Q80D, Q80C). Applied models may vary by region.
2 HDR Brightness Accuracy is the cumulative change compared to the PQ standard within the range of 0 to 1,000 nits in HDR.
3 True Cinema Black is the average black level of the letterbox area of HDR video using ASC footage.
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By Samsung Newsroom
“It’s all about making colors truer to the vision of video game creators”
– Bill Mandel, VP, Samsung Research America
HDR (high dynamic range) technology has been revolutionizing visual quality in movies and TV shows for several years. Now, with Samsung championing HDR10+ GAMING, the same visual transformation is making its way to the video game industry. It’s beneficial for game makers and players alike, and truly makes it possible to get the most visual impact out of gaming’s modern graphics and realism.
Samsung Newsroom sat down with Bill Mandel, Vice President, and Steve Larson, Senior Manager at Digital Media Solutions, Samsung Research America, to discuss HDR10+ GAMING and how the technology is changing the gaming industry.
▲ Steve Larson (left), Senior Manager and Bill Mandel, VP, Digital Media Solutions, Samsung Research America
Gamers and Game Creators Deserve HDR, Too
While HDR dramatically heightened the visual experience for television and film, its application in video games has been limited. Game engines have built-in color management systems that help the connected TV or monitor know what colors to show. However, a lack of communication between screens and game engines requires users to manually calibrate their displays.
“HDR10+ GAMING establishes a direct line of communication between the screen and the game engine”
– Steve Larson, Samsung Research America
In search of a solution, SRA started to develop HDR10+ GAMING. By automatically adjusting HDR settings based on the screen’s capabilities, HDR10+ GAMING unlocks a premium visual experience through accurate color, contrast and brightness.
“HDR10+ GAMING establishes a direct line of communication between the screen and the game engine,” said Larson. “The screen can now understand what the game engine is doing, and the game engine knows what the screen can display. That produces a much better visual output.”
“It’s all about making colors truer to the vision of video game creators,” said Mandel.
Engineering a Simple Solution for the Artists
Game developers were the first to call for new technology that addressed the limitations of HDR.
“The initial need came from game developers themselves who want the games they build to look the best they possibly can,” said Mandel. “They were struggling to get colors to look the way they hoped across monitors.”
▲ Bill Mandel, VP, Digital Media Solutions, Samsung Research America, explains how HDR10+ GAMING was introduced to bring better visual experience to all gamers
“We wanted the specs we published to be simple for game developers to use, without a heavy burden,” said Larson. “Once they integrate our specs into their game engine, they can use it across any game built in that engine. This significantly simplifies adoption across the industry because it doesn’t rely on certain configurations or devices. It’s easy.”
Making It Simple for the Players
With HDR10+ GAMING, gamers no longer need to deal with dials and test patterns to calibrate their monitors.
“HDR10+ GAMING simplifies the process by automatically adjusting settings for games, just like it does for movies,” said Mandel. “This ensures gamers get the best picture quality without any hassle — just turn on the game and go.”
▲ Bill Mandel (top), VP, and Steve Larson, Senior Manager, Digital Media Solutions, Samsung Research America demonstrate how HDR10+ GAMING automatically elevates the gaming experience
Because HDR10+ GAMING works both on TVs and gaming monitors, gamers can now enjoy a consistent visual experience with immersive graphics across platforms without setting anything up. This standard is especially important as today’s gamers expect photorealistic graphics in gaming today.
“When activated, your device automatically identifies that HDR10+ GAMING is an available option in any compatible game and takes advantage of it,” said Larson. “There’s no need to navigate a hidden menu or adjust settings.”
Lowering the Threshold for the Gaming Industry
For game developers, one major advantage of HDR10+ GAMING is that it is free to implement. With the right application programming interface (APIs), they can integrate HDR10+ GAMING into their existing game engines without any specialized training.
“It’s simple. Once developers integrate our specs into their game engine, they can use it across any game built in that engine”
– Steve Larson, Samsung Research America
Putting these standards into action, Samsung partnered with NEXON in September 2023 to launch the world’s first HDR10+ GAMING title, “The First Descendant.”
At Summer Game Fest this past June, the company showcased its latest Odyssey OLED gaming monitors with HDR10+ GAMING capabilities. The combination of HDR10+ GAMING and Samsung’s Odyssey OLED gaming monitors demonstrates how advanced display technology can elevate the gaming experience in video games like “Red Dead Redemption 2.”
Moreover, Samsung has worked with partners such as CD PROJEKT RED on “Cyberpunk 2077” — bringing the game’s fictitious Night City, California, to life like never before. The copy was a great hit, selling over 25,000,000 copies worldwide.
“We designed the system to be incredibly simple to implement,” said Larson. “In fact, CD PROJEKT RED told us that they knew HDR10+ GAMING was something they wanted to use. They were impressed with how fast and easy it was to implement. Their team was actually able to get it up and running in about half a day.”
“This is a free license technology. We’ll see a lot more games and platforms adopting the technology”
– Bill Mandel, VP, Samsung Research America
A Radiant Future Ahead for HDR10+ GAMING
Samsung is looking to expand HDR10+ GAMING to include additional game engines, particularly those that are more niche. The company is already working with major studios and developers to add into their proprietary engines and some of the more widely adopted ones.
“Through collaborations with game companies, we will expand the HDR10+ GAMING ecosystem — ensuring broader adoption and richer gaming experiences,” said Mandel.
This wide network will provide game developers with a versatile and powerful set of tools to create visually stunning games more efficiently.
▲Steve Larson (left), Senior Manager, and Bill Mandel, VP, Digital Media Solutions, Samsung Research America
“As this is a free license technology, we’ll see a lot more games and platforms adopting the technology,” Mandel continued. “For consumers, it means a consistent and immersive gaming experience across a range of devices — with minimal setup and maximum visual impact.”
Mandel and Larson anticipate a notable increase in the number of developers, games and users leveraging HDR10+ GAMING soon.
“Expect big things to come!” said Mandel.
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