diff --git a/src/Ryujinx.Graphics.OpenGL/Window.cs b/src/Ryujinx.Graphics.OpenGL/Window.cs
index b1b68d809..d5bd9e159 100644
--- a/src/Ryujinx.Graphics.OpenGL/Window.cs
+++ b/src/Ryujinx.Graphics.OpenGL/Window.cs
@@ -426,7 +426,7 @@ namespace Ryujinx.Graphics.OpenGL
public void SetHdrMode(bool enabled, float paperWhite, float peak, float curve)
{
- // Native HDR output is only implemented on the Vulkan backend.
+ // HDR output (scRGB inverse tone mapping) is only implemented on the Vulkan backend.
}
}
}
diff --git a/src/Ryujinx.Graphics.Vulkan/Window.cs b/src/Ryujinx.Graphics.Vulkan/Window.cs
index 5889fa85f..9bc779a7b 100644
--- a/src/Ryujinx.Graphics.Vulkan/Window.cs
+++ b/src/Ryujinx.Graphics.Vulkan/Window.cs
@@ -232,7 +232,7 @@ namespace Ryujinx.Graphics.Vulkan
private static SurfaceFormatKHR ChooseSwapSurfaceFormat(SurfaceFormatKHR[] availableFormats, bool colorSpacePassthroughEnabled, bool hdrEnabled)
{
- // Native HDR output: when HDR is enabled and the surface advertises the scRGB
+ // HDR output (scRGB inverse tone mapping): when HDR is enabled and the surface advertises the scRGB
// (extended sRGB linear) HDR colorspace, select the 16-bit float swapchain. That
// colorspace is only enumerated on a genuinely HDR-capable display/OS, so on an SDR
// display this branch never triggers and the normal SDR format is used unchanged.
diff --git a/src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs b/src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs
index 5e5c0721e..70ac24f43 100644
--- a/src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs
+++ b/src/Ryujinx/Systems/Configuration/ConfigurationFileFormat.cs
@@ -70,7 +70,7 @@ namespace Ryujinx.Ava.Systems.Configuration
public int ScalingFilterLevel { get; set; }
///
- /// Enables or disables native HDR output (scRGB) with SDR->HDR tone mapping.
+ /// Enables or disables HDR output (scRGB) via SDR->HDR inverse tone mapping (AutoHDR-style retrofit, not native per-game HDR).
///
public bool EnableHdr { get; set; }
diff --git a/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs b/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs
index 66632e5d1..3de0f713f 100644
--- a/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs
+++ b/src/Ryujinx/Systems/Configuration/ConfigurationState.Model.cs
@@ -621,7 +621,7 @@ namespace Ryujinx.Ava.Systems.Configuration
public ReactiveObject ScalingFilterLevel { get; private set; }
///
- /// Enables or disables native HDR output (scRGB) with SDR->HDR tone mapping.
+ /// Enables or disables HDR output (scRGB) via SDR->HDR inverse tone mapping (AutoHDR-style retrofit, not native per-game HDR).
///
public ReactiveObject EnableHdr { get; private set; }
diff --git a/src/Ryujinx/UI/Views/Settings/SettingsGraphicsView.axaml b/src/Ryujinx/UI/Views/Settings/SettingsGraphicsView.axaml
index 9e5b17fd7..a2cb17995 100644
--- a/src/Ryujinx/UI/Views/Settings/SettingsGraphicsView.axaml
+++ b/src/Ryujinx/UI/Views/Settings/SettingsGraphicsView.axaml
@@ -96,7 +96,7 @@
+ ToolTip.Tip="Expands the SDR image to HDR via inverse tone mapping into an scRGB float swapchain — similar to Windows AutoHDR, but tuned to keep blacks black and only lift highlights. This is not native/per-game HDR: the game still renders in SDR. Only engages on an HDR-capable display with HDR enabled in the OS; SDR displays are unaffected. Vulkan only.">