…but the ratio depends on the display, e.g. some displays have white subpixels.
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Replying to @comex
DIsplay technology is irrelevant. The definition of the sRGB colorspace doesn't care how you implement it. White subpixels are a hack to get better brightness at the expense of color purity, and never help you if you're trying to cover the sRGB gamut.
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I posit that any display using white subpixels and assuming subpixel independence (no weird global power limitations/interactions or whatever) that covers the sRGB gamut can also cover the sRGB gamut at identical brightness with the white subpixels always off.
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Replying to @marcan42
ok, even though my previous statement was wrong, *that* isn’t necessarily true, since even the purest blue available is close to pure 470nm light, which is well within the range where M and L are significantly activated in addition to S; therefore…
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…a display could hypothetically have a blue subpixel that’s a significantly *lower* wavelength and doesn’t activate M/L much (i.e. its ‘native’ gamut is larger), but if it only needs to cover sRGB, it can do so at a higher brightness by adding in some white
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…more generally that could apply to any display whose native gamut is a superset of sRGB, I guess.
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Replying to @comex
True. I will revise my statement to: a display with white subpixels will never need to activate them to more than the (linear light) sum of the maximum possible values that can be used to yield each individual sRGB primary chromaticity.
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I.e. if you can use 0.05W to still get pure sRGB R,G,B primaries out of your display's native gamut, then you never need more than 0.15W overall.
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Replying to @marcan42
anyway, last thing, to restate my “I want something that looks like the right color” claim more scientifically – if the goal is to simulate sRGB with paint, it’s more useful to get a gamut that covers a larger chunk of sRGB than to equate white with 100% reflectivity…
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…especially since most “white” objects in the world are significantly less than 100% reflective.
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I think you're underestimating how dim it's going to be. We're very used to seeing things in a fairly narrow range of reflectance under light, and our brains calibrate to the ambient light automatically (unlike screens). I suspect an sRGB-accurate paint gamut would be very dark.
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Replying to @marcan42
it would be interesting to have actual numbers for this (maybe I’ll try to calculate them tomorrow).
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