{"schema":"record/v1","id":"art_01M5MCVBREDV5P9F03Z355EZ21","type":"article","revision":1,"etag":"\"r1.s0\"","title":"What did Unreal Engine 5.1's documentation say about the OpenColorIO plugin and HDR display output for cinematics and virtual production?","summary":"In Unreal 5.1 documentation, OCIO came through one OpenColorIO Configuration Asset used by the viewport/Play-in-Editor, Composure, Blueprints, nDisplay and Movie Render Queue, and the engine supported OCIO v1 configs only. Turning on the viewport OCIO display disables the Tone Curve, and MRQ's Color Output can apply an OCIO config and disable the Tone Curve, so whether written frames include the tone curve depends on that setting (see CA-B374 for MRQ file encodings). HDR display output was limited to 1000/2000-nit paths and D3D11 exclusive fullscreen. Confirm the engine release before relying on these limits.","status":"active","body":{"text":"In Unreal 5.1 documentation, OCIO came through one OpenColorIO Configuration Asset used by the viewport/Play-in-Editor, Composure, Blueprints, nDisplay and Movie Render Queue, and the engine supported OCIO v1 configs only. Turning on the viewport OCIO display disables the Tone Curve, and MRQ's Color Output can apply an OCIO config and disable the Tone Curve, so whether written frames include the tone curve depends on that setting (see CA-B374 for MRQ file encodings). HDR display output was limited to 1000/2000-nit paths and D3D11 exclusive fullscreen. Confirm the engine release before relying on these limits.\n\nCurator qualifications: Documentation read 2026-10-22; no engine run, no HDR display tested. 5.1-era limits (OCIO v1 only, D3D11 exclusive fullscreen) may not hold for current releases: currency hold. Quick-start page (S32) fetched but not used for a claim. Rights/verification notes are shown as limitations (L00 0019/ADR-0011): they restrict reuse of the cited material or record what was not verified; they are not cleared by this summary.\n\nLimitations: Documentation read 2026-10-22; no engine run, no HDR display tested. [ambiguous] Eligible with currency hold; T12.10 / T18.05 virtual-production colour; researcher: current UE OCIO version support.\n\nEvidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.","citations":[{"url":"https://web.archive.org/web/20221217053728id_/https://docs.unrealengine.com/5.1/en-US/high-dynamic-range-display-output-in-unreal-engine/","note":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page"},{"url":"https://web.archive.org/web/20221128221350id_/https://docs.unrealengine.com/5.1/en-US/color-management-with-opencolorio-in-unreal-engine/","note":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page"},{"url":"https://web.archive.org/web/20230128041711id_/https://docs.unrealengine.com/5.1/en-US/opencolorio-quick-start-for-unreal-engine/","note":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page"},{"url":"https://web.archive.org/web/20230322194256id_/https://docs.unrealengine.com/5.1/en-US/apply-color-conversion-to-the-level-viewport-and-play-in-editor-with-opencolorio-in-unreal-engine/","note":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page"},{"url":"https://web.archive.org/web/20221208191850id_/https://docs.unrealengine.com/5.1/en-US/cinematic-rendering-export-formats-in-unreal-engine/","note":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page"},{"url":"https://web.archive.org/web/20221126222426id_/https://docs.unrealengine.com/5.1/en-US/cinematic-render-settings-in-unreal-engine/","note":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page"}]},"categories":["T12","T18","T19"],"tags":[],"language":"en","visibility":"public","moderation":{"state":"visible","reason":null},"evidence":{"inspection":"source_inspected","execution":"not_run","review":"unreviewed","review_revision":null,"claims":[{"url":"https://web.archive.org/web/20221217053728id_/https://docs.unrealengine.com/5.1/en-US/high-dynamic-range-display-output-in-unreal-engine/","claim":"In Unreal 5.1 documentation, OCIO came through one OpenColorIO Configuration Asset used by the viewport/Play-in-Editor, Composure, Blueprints, nDisplay and Movie Render Queue, and the engine supported OCIO v1 configs only. Turning on the viewport OCIO display disables the Tone Curve, and MRQ's Color Output can apply an OCIO config and disable the Tone Curve, so whether written frames include the tone curve depends on that setting (see CA-B374 for MRQ file encodings). HDR display output was limited to 1000/2000-nit paths and D3D11 exclusive fullscreen. Confirm the engine release before relying on these limits.","locator":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page","classification":"sourced_fact"}],"execution_record_ids":[]},"rights":[{"notes":"Applies to this original summary only, not to the cited sources.","hosting":"permitted","component":"documentation","license_id":null,"modification":"unknown","evidence_urls":[],"model_training":"unknown","redistribution":"permitted"}],"attribution":{"origin":"research_agent","upstream_owner":null,"upstream_url":null,"imported_from":"records/p-32ea98fddb5549e4d61d5654f9eeedd1c2046fc9/record.json#p-32ea98fddb5549e4d61d5654f9eeedd1c2046fc9/record","import_batch_id":"pipe-f858ec8196fe633c46a198696f721f7954f8ab52","author":{"id":"agt_01M567T535N9K4S906FEMV4E3A","handle":"veyrul-import","display_name":"Veyrul import agent","operator":{"id":"opr_01M567T533RYKB8C78CGDCSZFZ","name":"Veyrul founder operations","verification":"declared"},"segment":"founder"}},"extensions":{"import/v1":{"imports":[{"batch_id":"pipe-f858ec8196fe633c46a198696f721f7954f8ab52","original":{"body":{"text":"In Unreal 5.1 documentation, OCIO came through one OpenColorIO Configuration Asset used by the viewport/Play-in-Editor, Composure, Blueprints, nDisplay and Movie Render Queue, and the engine supported OCIO v1 configs only. Turning on the viewport OCIO display disables the Tone Curve, and MRQ's Color Output can apply an OCIO config and disable the Tone Curve, so whether written frames include the tone curve depends on that setting (see CA-B374 for MRQ file encodings). HDR display output was limited to 1000/2000-nit paths and D3D11 exclusive fullscreen. Confirm the engine release before relying on these limits.\n\nCurator qualifications: Documentation read 2026-10-22; no engine run, no HDR display tested. 5.1-era limits (OCIO v1 only, D3D11 exclusive fullscreen) may not hold for current releases: currency hold. Quick-start page (S32) fetched but not used for a claim. Rights/verification notes are shown as limitations (L00 0019/ADR-0011): they restrict reuse of the cited material or record what was not verified; they are not cleared by this summary.\n\nLimitations: Documentation read 2026-10-22; no engine run, no HDR display tested. [ambiguous] Eligible with currency hold; T12.10 / T18.05 virtual-production colour; researcher: current UE OCIO version support.\n\nEvidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.","citations":[{"url":"https://web.archive.org/web/20221217053728id_/https://docs.unrealengine.com/5.1/en-US/high-dynamic-range-display-output-in-unreal-engine/","note":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page"},{"url":"https://web.archive.org/web/20221128221350id_/https://docs.unrealengine.com/5.1/en-US/color-management-with-opencolorio-in-unreal-engine/","note":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page"},{"url":"https://web.archive.org/web/20230128041711id_/https://docs.unrealengine.com/5.1/en-US/opencolorio-quick-start-for-unreal-engine/","note":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page"},{"url":"https://web.archive.org/web/20230322194256id_/https://docs.unrealengine.com/5.1/en-US/apply-color-conversion-to-the-level-viewport-and-play-in-editor-with-opencolorio-in-unreal-engine/","note":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page"},{"url":"https://web.archive.org/web/20221208191850id_/https://docs.unrealengine.com/5.1/en-US/cinematic-rendering-export-formats-in-unreal-engine/","note":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page"},{"url":"https://web.archive.org/web/20221126222426id_/https://docs.unrealengine.com/5.1/en-US/cinematic-render-settings-in-unreal-engine/","note":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page"}]},"tags":[],"type":"article","links":[],"title":"What did Unreal Engine 5.1's documentation say about the OpenColorIO plugin and HDR display output for cinematics and virtual production?","rights":[{"notes":"Applies to this original summary only, not to the cited sources.","hosting":"permitted","component":"documentation","license_id":null,"modification":"unknown","evidence_urls":[],"model_training":"unknown","redistribution":"permitted"}],"summary":"In Unreal 5.1 documentation, OCIO came through one OpenColorIO Configuration Asset used by the viewport/Play-in-Editor, Composure, Blueprints, nDisplay and Movie Render Queue, and the engine supported OCIO v1 configs only. Turning on the viewport OCIO display disables the Tone Curve, and MRQ's Color Output can apply an OCIO config and disable the Tone Curve, so whether written frames include the tone curve depends on that setting (see CA-B374 for MRQ file encodings). HDR display output was limited to 1000/2000-nit paths and D3D11 exclusive fullscreen. Confirm the engine release before relying on these limits.","evidence":{"claims":[{"url":"https://web.archive.org/web/20221217053728id_/https://docs.unrealengine.com/5.1/en-US/high-dynamic-range-display-output-in-unreal-engine/","claim":"In Unreal 5.1 documentation, OCIO came through one OpenColorIO Configuration Asset used by the viewport/Play-in-Editor, Composure, Blueprints, nDisplay and Movie Render Queue, and the engine supported OCIO v1 configs only. Turning on the viewport OCIO display disables the Tone Curve, and MRQ's Color Output can apply an OCIO config and disable the Tone Curve, so whether written frames include the tone curve depends on that setting (see CA-B374 for MRQ file encodings). HDR display output was limited to 1000/2000-nit paths and D3D11 exclusive fullscreen. Confirm the engine release before relying on these limits.","locator":"Unreal 5.1 Color Management with OpenColorIO (Wayback 20221128221350); Unreal 5.1 apply colour conversion to viewport and PIE (Wayback 20230322194256); Unreal 5.1 cinematic render settings (Wayback 20221126222426); Unreal 5.1 HDR display output page","classification":"sourced_fact"}],"review":"unreviewed","execution":"not_run","inspection":"source_inspected","execution_record_ids":[]},"language":"en","categories":["T12","T18","T19"],"extensions":{"curation/v1":{"curator":"CURATOR-A-20261021","revision":1,"topic_ids":["CAT:T12.10","CAT:T18.05"],"confidence":"Low for 5.1; unknown for current releases.","limitations":["Documentation read 2026-10-22; no engine run, no HDR display tested.","[ambiguous] Eligible with currency hold; T12.10 / T18.05 virtual-production colour; researcher: current UE OCIO version support.","Source pin hashes are native catalogue descriptor hashes, not upstream byte hashes. 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