Direct answer
In brief
Chroma subsampling keeps the luma-like component at full spatial resolution while reducing the width or height of the color-difference arrays. 4:4:4 keeps full chroma resolution, 4:2:2 halves horizontal chroma resolution, and 4:2:0 halves both horizontal and vertical chroma resolution. A 4:4:4 output cannot restore chroma samples missing from a 4:2:0 source, but it can move the required upsampling to a different device. Computers and games with full-resolution color generally benefit from RGB or Y′CbCr 4:4:4 when the complete chain supports it correctly.
Many video signals carry less spatial detail in their color-difference components than in their luma-like component.
That reduction is called chroma subsampling.
The most common labels are:
- 4:4:4
- 4:2:2
- 4:2:0
In current ITU definitions:
- 4:4:4 gives each chroma array the same width and height as the luma array.
- 4:2:2 gives each chroma array half the luma width and the same height.
- 4:2:0 gives each chroma array half the luma width and half the luma height. [1][2][3]
For equal bit depth and frame size, before packing or compression overhead:
- 4:2:2 uses two-thirds of the raw component samples used by 4:4:4.
- 4:2:0 uses one-half.
The compromise often works well for photographed video because fine chromatic detail is commonly less visible than fine achromatic detail under normal viewing conditions.
It can become visible in:
- small colored text
- computer desktops
- thin chart lines
- game interfaces
- hard-edged animation
- saturated boundaries
- poor chroma upsampling
- incorrect sample siting
- repeated conversions
The most important practical distinction is this:
Sending a 4:2:0 movie as 4:4:4 does not recreate color samples that were removed before encoding. It moves the upsampling to a different device.
A computer or game rendered with full-resolution color is different. Sending RGB or Y′CbCr 4:4:4 can preserve the source's full chroma detail if the television reproduces it correctly.
What the signal components are
A camera, renderer, or graphics system can represent an image using red, green, and blue components.
Video systems often transform those components into:
- one luma-like or intensity component
- two color-difference components
Examples include:
This separation makes chroma subsampling possible.
The system can keep the luma-like or intensity array at full spatial resolution while storing fewer color-difference samples.
Y′ is not physical luminance
The symbol Y′ is commonly called luma.
The prime mark matters.
Y′ is derived from nonlinear R′G′B′ components. It is not the same quantity as CIE luminance Y, which is defined from linear-light tristimulus values.
Calling Y′ a brightness channel is useful for a first explanation, but it is not technically exact.
A safer description is:
Y′ carries much of the image's achromatic structure and is used as the full-resolution component in conventional Y′CbCr video.
Cb and Cr are color-difference components.
They are not direct blue and red images, and they are not literal retinal channels.
Video coding is not a copy of retinal wiring
Human vision contains multiple achromatic and chromatic mechanisms.
Video Y′CbCr is an engineering transform chosen for coding, compatibility, and efficiency.
The retina does not produce a standardized BT.709 or BT.2020 Y′CbCr signal.
The useful visual principle is narrower:
Human sensitivity to chromatic contrast and achromatic contrast differs with spatial frequency and viewing conditions.
Kathy Mullen's 1985 measurements found low-pass chromatic contrast-sensitivity functions for the tested red-green and blue-yellow gratings. Above 0.5 cycles per degree under the study's conditions, sensitivity was greater for the compared monochromatic luminance gratings than for the chromatic gratings. [9][10]
That supports reducing fine chromatic detail in many images.
It does not prove that every viewer is insensitive to every 4:2:0 artifact.
Why the compromise often works
Fine image structure is often strongly represented in the luma-like component.
Examples include:
- hair
- fabric texture
- leaves
- stone
- facial detail
- edges defined mainly by light and dark contrast
If the color changes more slowly across those structures, reducing chroma resolution can save data with a limited visible effect.
The effectiveness depends on:
- spatial frequency
- chroma contrast
- hue
- saturation
- edge structure
- screen size
- viewing distance
- image motion
- compression
- reconstruction filter
- display processing
The phrase the eye sees brightness more sharply than color is a useful summary.
It is not an unconditional law.
What the ratio names mean
The colon notation comes from a historical sampling shorthand.
It is often drawn using a region four luma samples wide.
That diagram is helpful, but the modern spatial relationships are easier to understand through array dimensions.
| Format | Luma or intensity array | Each chroma array |
|---|---|---|
| 4:4:4 | Full width and height | Full width and height |
| 4:2:2 | Full width and height | Half width, full height |
| 4:2:0 | Full width and height | Half width, half height |
ITU-R BT.2020-2 and BT.2100-3 define these relationships directly. [1][2]
4:4:4
In 4:4:4, the two chroma arrays have the same horizontal and vertical sample counts as the luma or intensity array.
For a 3,840 × 2,160 image:
- Y′ or I: 3,840 × 2,160
- first chroma component: 3,840 × 2,160
- second chroma component: 3,840 × 2,160
This preserves full component spatial resolution.
4:4:4 does not mean the signal is uncompressed.
A 4:4:4 image can be:
- uncompressed
- losslessly compressed
- lossily compressed
Chroma sampling and compression are separate properties.
4:2:2
In 4:2:2, each chroma array has half the horizontal samples and the same number of rows as the luma array.
For a 3,840 × 2,160 image:
- Y′ or I: 3,840 × 2,160
- first chroma component: 1,920 × 2,160
- second chroma component: 1,920 × 2,160
The color-difference resolution is reduced horizontally.
Vertical chroma sampling remains full.
Recommendation ITU-R BT.601-7 defines a 4:2:2 family for digital studio television, illustrating the long professional use of this compromise. [4]
4:2:2 remains useful where a workflow wants lower data than 4:4:4 but stronger chroma detail than 4:2:0.
4:2:0
In 4:2:0, each chroma array has half the horizontal samples and half the vertical samples of the luma array.
For a 3,840 × 2,160 image:
- Y′ or I: 3,840 × 2,160
- first chroma component: 1,920 × 1,080
- second chroma component: 1,920 × 1,080
Each chroma array contains one-quarter as many samples as the luma array.
This is the source of the phrase quarter-resolution chroma.
It refers to sample count, not to one-quarter of the image width or one-quarter of the visible color gamut.
The second row is not displayed without color
A common diagram says that 4:2:0 samples chroma on one row and takes no chroma samples on the next.
That description is easy to misread.
The bitstream stores lower-resolution chroma arrays.
The decoder or display reconstructs chroma at the working pixel positions.
Every displayed pixel still receives color information after upsampling.
The reconstructed value may be calculated from:
- nearby horizontal samples
- nearby vertical samples
- multiple rows and columns
- filter coefficients
- sample-location metadata
- edge-aware processing
- manufacturer-specific algorithms
The lower-resolution array limits the original spatial detail.
It does not produce a visibly colorless alternating row.
Chroma sample siting matters
A lower-resolution chroma sample represents a position relative to the luma grid.
That position is called chroma sample siting or chroma sample location.
4:2:0 has more than one possible siting convention.
Recommendation ITU-T H.274 V4 defines several location types using horizontal and vertical offsets. It also gives specific guidance for decoded content intended for BT.2020 or BT.2100 interpretation. [3]
If a conversion assumes the wrong siting, chroma can shift by part of a pixel.
Possible visible effects include:
- colored edge displacement
- softness
- asymmetrical fringing
- fine-pattern artifacts
Correct upsampling needs the right geometry as well as the right sample values.
How many raw samples are saved?
Consider a 2 × 2 block of four luma positions.
4:4:4
- 4 luma samples
- 4 Cb samples
- 4 Cr samples
- total: 12 component samples
4:2:2
- 4 luma samples
- 2 Cb samples
- 2 Cr samples
- total: 8 component samples
8 / 12 = 2/3
4:2:0
- 4 luma samples
- 1 Cb sample
- 1 Cr sample
- total: 6 component samples
6 / 12 = 1/2
These comparisons assume:
- equal bit depth
- the same frame dimensions
- no alpha channel
- no padding
- no packing overhead
- no compression
They are raw sample-count comparisons.
A compressed 4:2:0 file is not guaranteed to be exactly half the size or bitrate of a comparable 4:4:4 file.
Sampling and compression are different
Chroma subsampling is a spatial sampling choice.
Compression is a coding process that removes statistical or perceptual redundancy and represents the remaining data more efficiently.
A signal can be:
- uncompressed 4:2:0
- compressed 4:2:0
- uncompressed 4:2:2
- compressed 4:2:2
- uncompressed 4:4:4
- compressed 4:4:4
The two decisions interact, but they should not be treated as the same thing.
Where 4:2:0 is common
Many consumer delivery profiles use 4:2:0.
The CTA HDR10 Media Profile specifies 4:2:0 for compressed video sources, along with ten-bit depth and BT.2020 primaries. [5]
4:2:0 is attractive for distribution because it:
- reduces raw component sample count
- reduces memory and bandwidth requirements
- is widely supported in consumer decoders
- works well for much natural video
- leaves more bitrate for resolution, frame rate, texture, or coding quality
This does not mean every consumer signal or every codec uses only 4:2:0.
Codec name does not prove chroma format
A codec family can support multiple chroma formats through different profiles and constraints.
Recommendation ITU-T H.264 includes higher-chroma profiles in addition to common 4:2:0 profiles. [11]
HEVC and other modern codec families also have profile-dependent capabilities.
A format claim should identify:
- codec
- profile
- level
- bit depth
- chroma format
- container
- delivery specification
The name H.264, HEVC, or AV1 by itself is not proof of 4:2:0.
Where 4:2:2 and 4:4:4 are common
Higher chroma resolution may be chosen for:
- studio interfaces
- live contribution
- editing
- visual effects
- keying
- graphics
- color correction
- archival masters
- digital cinema
- computer desktops
- professional displays
- test signals
The choice depends on the workflow.
4:4:4 is not automatically required at every stage, and 4:2:0 is not automatically acceptable at every stage.
Why photographed video often tolerates 4:2:0
Photographed scenes contain:
- texture
- noise
- irregular edges
- shading
- motion
- depth
- mixed luminance and chroma structure
These features can mask small chroma-resolution losses.
Many edges are also defined strongly in Y′.
At a normal viewing distance, the reconstructed chroma can appear aligned well enough that the viewer notices the full-resolution structure rather than the lower chroma grid.
This is a tendency, not a guarantee.
A saturated object against an isoluminant background can expose chroma loss even in a photographed scene.
When text reveals chroma subsampling
Small text is demanding because it can contain:
- one-pixel strokes
- sharp transitions
- high saturation
- repeating vertical or horizontal detail
- little texture to hide errors
Black text on white is mostly an achromatic test and may remain sharp even with lower chroma resolution.
Colored text on a contrasting colored or gray background can reveal the chroma reduction more clearly.
Possible symptoms include:
- colored halos
- softened vertical strokes
- uneven edges
- lost one-pixel color detail
- apparent misregistration
A proper test pattern includes combinations that stress both horizontal and vertical chroma resolution.
Why computer desktops benefit from full chroma
A desktop operating system can render every pixel with independent R, G, and B values.
Small text and interface elements are designed for a full-resolution pixel grid.
If the source converts that desktop to Y′CbCr 4:2:0, fine chromatic information is reduced before the television receives it.
For a television used as a monitor, a good goal is:
- RGB with correctly matched range, or
- Y′CbCr 4:4:4 with correctly matched range and colorimetry
The television must also preserve that full chroma through its input mode, scaling, and processing.
Games contain both video-like and desktop-like material
A game scene may tolerate chroma reduction in:
- textured landscapes
- motion
- naturalistic lighting
- particle effects
The same game may contain chroma-sensitive elements:
- HUD text
- maps
- inventory screens
- subtitles
- health bars
- colored outlines
- fine UI icons
Full chroma can therefore matter even when the main moving scene looks similar.
High refresh rate and HDR may create a bandwidth tradeoff. The best format depends on the complete source, cable, receiver, and display capabilities.
Animation is not one category
Animation can contain:
- anti-aliased edges
- soft shading
- grain
- texture
- painted backgrounds
It can also contain:
- flat saturated fills
- one-pixel outlines
- hard color boundaries
- graphic text
- clean gradients
Some animation tolerates 4:2:0 well.
Some exposes it quickly.
The art and encoding matter more than the label animation.
Chroma upsampling is unavoidable for a 4:2:0 source
A modern flat-panel display needs color values at its output pixels.
A 4:2:0 source has lower-resolution chroma arrays.
Someone must upsample them.
The upsampling can occur in:
- the decoder
- a streaming device
- a disc player
- a game console
- an AVR
- a video processor
- the television
The chosen HDMI output format helps determine where the conversion happens.
Why outputting 4:4:4 does not restore a 4:2:0 master
Suppose a movie is encoded as 4:2:0.
The source device decodes the lower-resolution chroma arrays.
If it outputs 4:4:4, it must create the additional chroma samples through interpolation.
Those samples are estimates.
The device cannot know the exact full-resolution chroma that existed before subsampling.
A 4:4:4 output can still look better when the source device's chroma upsampling is better than the television's.
It can look worse when:
- the source uses a poor filter
- sample siting is wrong
- range conversion is wrong
- the path introduces another transform
- the television handles native 4:2:0 better
The output label alone does not establish quality.
Chroma upsampling quality matters
A basic filter may average nearby samples.
A more advanced filter may consider:
- sample siting
- edge direction
- motion
- ringing
- color boundaries
- scaling ratio
- transfer function
- HDR and wide-gamut behavior
Poor processing can create:
- blur
- color bleeding
- ringing
- shifted edges
- stair-stepping
- false texture
Recommendation ITU-T H-Series Supplement 15 addresses conversion and coding practices for HDR and wide-color-gamut Y′CbCr 4:2:0 PQ video, reflecting the care required in these transforms. [12]
RGB and Y′CbCr answer different questions
RGB describes three primary-color components.
Y′CbCr describes one luma-like component and two color-difference components.
A source can output:
- RGB
- Y′CbCr 4:4:4
- Y′CbCr 4:2:2
- Y′CbCr 4:2:0
RGB and Y′CbCr 4:4:4 both retain full spatial resolution in their three component arrays.
They are not numerically identical.
Conversion requires the correct:
- color primaries
- matrix coefficients
- transfer function
- signal range
- bit depth
A correct conversion can be accurate to the intended representation.
An incorrect conversion can shift levels or colors.
RGB is not automatically superior
For a computer desktop, RGB is often the most direct output.
For video content, the source may already be stored as Y′CbCr 4:2:0.
The path to the panel may involve one or more conversions regardless of the HDMI output choice.
The best output depends on:
- source format
- device processing
- television processing
- available bandwidth
- supported bit depth
- chroma handling
- range behavior
- calibration and testing
Use Auto as a starting point when the devices negotiate correctly.
Use a test pattern when the visible result matters.
Full chroma is not full range
A source menu may combine terms that sound similar.
They are separate.
Chroma sampling
- 4:4:4
- 4:2:2
- 4:2:0
Signal range
- full range
- narrow or limited range
Possible combinations include:
- RGB full
- RGB limited
- Y′CbCr 4:4:4 narrow
- Y′CbCr 4:4:4 full where supported
- Y′CbCr 4:2:2 narrow
- Y′CbCr 4:2:0 narrow
Both source and display must interpret the range the same way.
A mismatch can produce:
- crushed blacks
- raised blacks
- clipped whites
- reduced contrast
That problem is not chroma subsampling.
PC Mode is manufacturer-specific
A television may require an input to be labeled PC to preserve full chroma.
Another may preserve 4:4:4 in a normal picture mode.
Another may support full chroma only at selected timings or refresh rates.
PC Mode may change:
- chroma handling
- scaling
- overscan
- sharpening
- color controls
- motion processing
- local dimming behavior
- HDR tone mapping
- latency
- available picture modes
The name does not prove the measured result.
Use the exact manual and a full-chroma test pattern.
Game Mode is not the same as PC Mode
Game Mode is designed primarily to reduce latency.
It may preserve 4:4:4.
It may not.
A television can have:
- Game Mode with full chroma
- Game Mode with reduced chroma at selected timings
- PC Mode with lower latency
- separate PC and Game combinations
- different behavior in SDR and HDR
Do not use one model's behavior as a rule for another.
Enhanced input modes affect several capabilities
Manufacturers use names such as:
- Input Signal Plus
- HDMI Enhanced Format
- HDMI Deep Color
- Ultra HD Deep Color
- Enhanced 4K
- Enhanced 8K
- HDMI UHD Color
These modes can enable higher-bandwidth signal combinations.
They may affect:
- resolution
- frame rate
- bit depth
- chroma sampling
- HDR signaling
- FRL
- gaming features
The exact effect depends on the model, input, and firmware.
HDMI bandwidth creates tradeoffs
An uncompressed link must carry all selected component samples.
Bandwidth rises with:
- resolution
- frame rate
- bit depth
- chroma resolution
Reducing chroma lowers the required data rate.
This can allow a system to preserve:
- higher frame rate
- higher bit depth
- higher resolution
within the same link limit.
An 18 Gbit/s TMDS-class link cannot carry every 4K60 full-chroma deep-color combination.
For example, uncompressed 4K60 RGB or Y′CbCr 4:4:4 at ten bits exceeds that link's 18 Gbit/s maximum.
Common alternatives include:
- 4:2:2
- 4:2:0
- eight-bit output with dithering
- lower frame rate
- a higher-bandwidth FRL link
- compression where supported
The correct tradeoff depends on the content.
Do not shop by HDMI version number alone
HDMI Licensing Administrator states that specification version numbers are not feature sets because many features are optional. [7]
A product called HDMI 2.1 does not necessarily support:
- 48 Gbit/s
- every FRL rate
- 4K120
- 4:4:4 at every bit depth
- DSC
- VRR
- the same capability on every port
Check the named features and actual format support.
The same principle applies to later versions.
Official cable categories
HDMI Licensing Administrator identifies:
- Premium High Speed HDMI Cable, certified for up to 18 Gbit/s
- Ultra High Speed HDMI Cable, applicable to configurations up to 48 Gbit/s
- Ultra96 HDMI Cable, supporting configurations up to 96 Gbit/s [6][8]
Use the cable category required by the actual source and display format.
HDMI version numbers should not be used as cable product names.
A certified cable does not add capabilities that the devices lack.
Practical setup for a computer
A useful starting point is:
- Use the television input documented for PC use or high bandwidth.
- Enable the required enhanced input mode.
- Select RGB or Y′CbCr 4:4:4.
- Match full or limited range at both ends.
- Use the native display resolution.
- Disable overscan.
- Confirm the refresh rate.
- Display a full-chroma text pattern.
- Check SDR and HDR separately.
Do not copy another television's menu values.
Practical setup for a game console
A useful starting point is:
- Enable the television's documented game or low-latency mode.
- Enable the required enhanced input format.
- Let the console detect supported formats.
- Preserve ten-bit HDR where required.
- Use full chroma when bandwidth and the full chain support it.
- Accept 4:2:2 or 4:2:0 when necessary to preserve a more important feature such as HDR bit depth or high refresh rate.
- Match range at both ends.
- Test UI text and real gameplay.
- Verify each refresh-rate mode separately.
The highest chroma number is not automatically the best complete configuration.
Practical setup for a movie player
A movie encoded as 4:2:0 must be upsampled before display.
Possible output choices can all be valid:
- native 4:2:0 where supported
- 4:2:2
- 4:4:4
- RGB
Choose the path that:
- preserves the intended bit depth
- uses the correct range
- avoids clipping
- handles chroma siting correctly
- produces the best measured or observed result
- remains stable through the receiver and display
Do not assume that 4:4:4 output means the disc or stream contained 4:4:4 source chroma.
Practical setup for a streaming box or cable receiver
Start with Auto when it correctly matches the source and display.
Then verify:
- HDR mode
- frame rate
- bit depth
- chroma output
- range
- colorimetry
- receiver pass-through
- television input mode
Some devices use one fixed output format for menus and video.
That can force conversion even when the program itself was encoded differently.
The best choice is device-specific.
How to test 4:4:4 reproduction
A useful full-chroma test pattern includes:
- one-pixel colored text
- alternating colored lines
- horizontal and vertical detail
- neutral reference areas
- known RGB or Y′CbCr encoding
- native display resolution
The test should be:
- generated or played without scaling
- displayed at one-to-one pixel mapping
- captured from an original file
- used with known range and colorimetry
- checked at the intended refresh rate and bit depth
A web image can be altered by:
- browser scaling
- operating-system color management
- screenshot conversion
- image compression
- chroma subsampling
- television overscan
A test image copied from a social platform is weak evidence.
What a failed chroma test can mean
Soft or colored text can result from:
- 4:2:2 or 4:2:0 input
- television chroma reduction
- wrong input label
- scaling
- overscan
- sharpening
- incorrect sample siting
- range mismatch
- Y′CbCr matrix error
- compression in the test image
- browser or application rendering
Identify the signal before blaming the panel.
What calibration can verify
Controlled testing can evaluate:
- effective chroma resolution
- one-to-one pixel mapping
- range
- grayscale
- colorimetry
- clipping
- chroma upsampling
- sample alignment
- SDR and HDR mode differences
- game and PC mode behavior
- bandwidth-dependent format changes
Record:
- exact television model and size
- firmware
- input
- input label
- picture mode
- source
- resolution
- frame rate
- bit depth
- chroma format
- RGB or Y′CbCr
- range
- HDR system
- cable category
- receiver or soundbar
- test-pattern provenance
- date
What calibration cannot restore
Calibration cannot recreate chroma samples that were discarded before encoding.
It cannot:
- convert a true 4:2:0 master into original 4:4:4
- recover clipped color-difference values
- reverse destructive compression exactly
- infer the original sample siting when signaling and evidence are absent
- guarantee identical upsampling across devices
- make one copied setting work for every television
Calibration can reduce measurable display error and help identify which path reproduces the source most faithfully within the system's capabilities.
Where this leaves us
Chroma subsampling reduces spatial detail in color-difference components.
4:4:4 keeps full chroma array dimensions.
4:2:2 halves horizontal chroma resolution.
4:2:0 halves both horizontal and vertical chroma resolution, leaving each chroma array with one-quarter of the luma sample count.
For equal bit depth and frame size, 4:2:0 uses half the raw three-component sample count of 4:4:4.
Y′ is luma, not physical luminance.
Y′CbCr is an engineering representation, not a direct model of retinal wiring.
4:2:0 does not mean every second row is displayed without color.
The decoder reconstructs chroma using the stored samples, their positions, and an interpolation process.
Many consumer delivery profiles use 4:2:0.
Not every codec, interface, or production workflow does.
Photographed video often tolerates the reduction.
Small colored text, graphics, games, and hard-edged animation can reveal it.
A 4:4:4 output cannot restore chroma samples missing from a 4:2:0 master.
It can change which device performs the reconstruction.
RGB is not automatically superior to correctly processed Y′CbCr 4:4:4.
Full chroma and full range are different settings.
PC Mode, Game Mode, and enhanced HDMI modes vary by television.
HDMI version numbers do not guarantee one feature set.
The useful question is not simply:
Is 4:4:4 better?
It is:
Did the source contain full chroma, where was chroma reduced or reconstructed, does the content need fine chromatic detail, and which complete signal path reproduces it most accurately?
Sources and standards
Primary video-sampling standards, HDMI documentation, color-vision research, codec guidance, and HDR/WCG conversion guidance used in this article. Last verified July 31, 2026.
International Telecommunication Union Radiocommunication Sector. Parameter Values for Ultra-High Definition Television Systems for Production and International Programme Exchange. Recommendation ITU-R BT.2020-2, October 2015.
↩↩↩
https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.2020-2-201510-I%21%21PDF-E.pdfInternational Telecommunication Union Radiocommunication Sector. Image Parameter Values for High Dynamic Range Television for Use in Production and International Programme Exchange. Recommendation ITU-R BT.2100-3, February 2025.
↩↩↩
https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.2100-3-202502-I%21%21PDF-E.pdfInternational Telecommunication Union Telecommunication Standardization Sector. Versatile Supplemental Enhancement Information Messages for Coded Video Bitstreams. Recommendation ITU-T H.274 V4, January 2026.
↩↩
https://www.itu.int/epublications/publication/itu-t-h-274-v4-2026-01-versatile-supplemental-enhancement-information-messages-for-coded-video-bitstreamsInternational Telecommunication Union Radiocommunication Sector. Studio Encoding Parameters of Digital Television for Standard 4:3 and Wide-Screen 16:9 Aspect Ratios. Recommendation ITU-R BT.601-7, March 2011.
↩
https://www.itu.int/dms_pubrec/itu-r/rec/bt/r-rec-bt.601-7-201103-i%21%21pdf-e.pdfConsumer Technology Association Video Division. 4K Ultra High-Definition TV and High Dynamic Range Compatible Display Consumer Definitions.
↩
https://cdn.cta.tech/cta/media/media/membership/pdfs/video-technology-consumer-definitions.pdfHDMI Licensing Administrator, Inc. HDMI Cables: Different Cable Types.
↩
https://www.hdmi.org/resource/cablesHDMI Licensing Administrator, Inc. What Does It Mean When Gear Is Marketed as an HDMI 2.1 Product? June 16, 2021.
↩
https://www.hdmi.org/blog/detail/139HDMI Licensing Administrator, Inc. HDMI 2.2 Specification Technology Overview.
↩
https://www.hdmi.org/spec/hdmi2Mullen, Kathy T. The Contrast Sensitivity of Human Colour Vision to Red-Green and Blue-Yellow Chromatic Gratings. The Journal of Physiology 359, pages 381-400, February 1985. DOI 10.1113/jphysiol.1985.sp015591.
↩
https://doi.org/10.1113/jphysiol.1985.sp015591International Telecommunication Union Radiocommunication Sector. The Present State of Ultra-High Definition Television. Report ITU-R BT.2246-9, September 2025.
↩
https://www.itu.int/dms_pub/itu-r/opb/rep/R-REP-BT.2246-9-2025-PDF-E.pdfInternational Telecommunication Union Telecommunication Standardization Sector. Advanced Video Coding for Generic Audiovisual Services. Recommendation ITU-T H.264.
↩
https://www.itu.int/rec/t-rec-h.264International Telecommunication Union Telecommunication Standardization Sector. Conversion and Coding Practices for HDR/WCG Y′CbCr 4:2:0 Video with PQ Transfer Characteristics. Supplement 15 to the H-series, January 2017.
↩
https://www.itu.int/dms_pubrec/itu-t/rec/h/T-REC-H.Sup15-201701-I%21%21SUM-HTM-E.htm