Is HDR image content recommended inside volumes or ImmersiveSpace on visionOS?

I have a question about using HDR visual content in visionOS, especially inside a volumetric window or an ImmersiveSpace.

For example, if I display an HDR photo or use very bright lighting on reflective materials, I can sometimes trigger a noticeably higher peak brightness on Vision Pro. However, in my testing, this higher brightness only lasts for a short time. After that, the overall scene brightness appears to be reduced automatically.

I would like to understand the intended behavior and recommended usage pattern.

Specifically:

  1. Is HDR image content recommended for use inside volumetric windows or immersive spaces?

  2. Are HDR photos or high-brightness reflective highlights intended mainly for short-duration local highlights rather than sustained full-scene brightness?

  3. Does visionOS apply automatic brightness, tone mapping, thermal, or power-related management when immersive content contains very bright HDR areas?

  4. Are developers expected to avoid large or sustained high-brightness HDR content in immersive scenes?

  5. What is the recommended way to author HDR images, bright highlights, emissive materials, or reflective materials so they look realistic without causing the whole scene to dim?

  6. Are there any visionOS-specific guidelines for HDR content, peak brightness, average scene brightness, or comfort when presenting HDR photos or bright 3D materials?

My goal is to use HDR content responsibly for realistic highlights, reflections, glass, metal, or photo display, while avoiding visual discomfort or unexpected global dimming behavior.

Any guidance would be appreciated.

Answered by Vision Pro Engineer in 892752022

@Sakuya_Izayoi

  1. Yes, absolutely. HDR content looks great across the system.
  2. I am not aware of any specific guidelines related to "local highlights" vs. full screen brightness. HDR content is specifically for showing very dim content next to very bright content, so a local highlight or a small flame in a dark room seems to be an ideal scenario. Full screen HDR brightness isn't necessarily discouraged, although I would check with the people using your app that you aren't making the screen too bright.
  3. Yes, there is a system level tone mapping applied to content, however the new ToneMappingComponent in visionOS 27 lets you customize this curve.
  4. I am not aware of any specific guidance against this, but I would consider asking the people using your app their thoughts.
  5. Use the ToneMappingComponent I mentioned earlier to correct any issues with bright content affecting the brightness of other content. Use Linear color spaces for HDR images and textures. For more information on building materials, see the article Building materials in Reality Composer Pro.
  6. See the Human Interface Guidelines on Color for visionOS. You should also attempt to minimize distracting content, such as lots of moving points of HDR light competing for attention.

Thank you for your question!

Accepted Answer

@Sakuya_Izayoi

  1. Yes, absolutely. HDR content looks great across the system.
  2. I am not aware of any specific guidelines related to "local highlights" vs. full screen brightness. HDR content is specifically for showing very dim content next to very bright content, so a local highlight or a small flame in a dark room seems to be an ideal scenario. Full screen HDR brightness isn't necessarily discouraged, although I would check with the people using your app that you aren't making the screen too bright.
  3. Yes, there is a system level tone mapping applied to content, however the new ToneMappingComponent in visionOS 27 lets you customize this curve.
  4. I am not aware of any specific guidance against this, but I would consider asking the people using your app their thoughts.
  5. Use the ToneMappingComponent I mentioned earlier to correct any issues with bright content affecting the brightness of other content. Use Linear color spaces for HDR images and textures. For more information on building materials, see the article Building materials in Reality Composer Pro.
  6. See the Human Interface Guidelines on Color for visionOS. You should also attempt to minimize distracting content, such as lots of moving points of HDR light competing for attention.

Thank you for your question!

Is HDR image content recommended inside volumes or ImmersiveSpace on visionOS?
 
 
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