Arbutus Media Technologies

HDR graphics in live sport

What has been done, the good practice, and how to approach it

Live sport has gone HDR. Its graphics mostly haven't. This page sums up what has been done with HDR graphics, what the guidance says, a blind test you can run on your phone, and how we would approach HDR graphics from here.

HDR so far

Live sport has been made in HDR for years. Fox produced Super Bowl LIV in 1080p HLG in 2020 (SVG). Olympic Broadcasting Services has made its main feed in UHD HDR since Tokyo 2020 (SVG), and NBCU published the conversion tables it used for the Olympics so that anyone can use them (GitHub). Sky Sports has been live in HDR since August 2021 and now produces over 6,000 hours of live HDR sport a year (SMPTE).

In almost all of it, the graphics are designed in SDR and lifted into HDR by a conversion table. CBS said so for Super Bowl LVIII: "Graphics and pre-produced pieces have been created in SDR" (SVG). Native HDR authoring exists as well. Chyron PRIME has offered it since 2019 (TV Technology), and Viz Engine and Pixotope render in HLG (Vizrt, Pixotope). The vendors' published material is about rendering into HDR at the right white level. We found no public example of live graphics designed to use HDR's wider colour, and only passing mentions of graphics going brighter than graphics white.

After Euro 2020, BBC R&D wrote that the graphics overlays were "limited in saturation and brightness", while the players' shirts "often fluoresce" (SVG Europe). At Tokyo, the OBS head of engineering pointed at flags: "With things like country flags in graphics the colorimetry is important" (SVG).

Why graphics stay in SDR

Designing in SDR and converting is not neglect. Most viewers watch the SDR version, and SDR graphics placed at graphics white come back out of the HDR master almost unchanged. With the pair of conversions the BBC recommends for graphics, SDR white returns at 90 to 95 per cent, which its guide calls a "small round-trip loss" (BBC R&D), and CBS called its Super Bowl LVIII graphics "a round-trip workflow that was essentially transparent" (SVG). Brand colours and sponsor logos arrive in sRGB, and a package designed once can go to air in HDR without a redesign. The result is safe and consistent. It also means HDR viewers get graphics that gain nothing from HDR, beside a picture that uses its full range.

HDR good practice

The guidance agrees on one number. Text and flat whites sit at graphics white, 203 cd/m², which is 75% of the HLG signal (ITU-R BT.2408). Brighter graphics make the match look dull beside them. Around that number:

What the guidance leaves open: how much light above graphics white a graphic should use, how to key in HDR (BT.2408 calls it "work currently underway"), and what to do with brand colours that are defined only in sRGB.

HDR or SDR? Test it yourself

Open this on an HDR phone or laptop at full brightness, and watch it full screen. Each scene shows the same graphic twice. One is authored natively in HDR. The other is the same design made in SDR and converted into HDR at graphics white, which is how most live HDR sport handles graphics today. Which is which?

HDR video (HLG). Best on an iPhone, a recent Android flagship or a Mac with an HDR display. On an SDR screen the two look almost the same. Background pictures are AI-generated.

Show the answers

1, rugby: A is native HDR. 2, ice hockey: B. 3, curling: A.

Native HDR keeps text at graphics white (203 cd/m², per ITU-R BT.2408), so nothing glares. What changes is colour beyond what SDR can show, like the pink plate of the rugby try and the house rings of the shot rock, and light above graphics white for a moment, like the goal lamp and the light that runs round the house.

In our tests, colour over a large area held for a second or more shows far more than a short flash of light.

HDR from here

Converting will stay right for much of what goes to air. For the rest, the aim is to use HDR sparingly. The eye goes to the brightest and most saturated thing on screen, and in sport that should be the play. Graphics that use HDR everywhere pull attention away from the match and tire the viewer. A little HDR, in the right place, is what makes the difference. Here is how we would approach it:

That is what the engine we're building supports: graphics packages designed natively in HDR, with the SDR versions made from the same master. It does the same for languages, sponsors and social shapes: graphics for every screen.

Working on HDR graphics?

We would like to hear how you handle them, and to help if you want to take them further. info@arbutusmedia.tv