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Taking a step makes it worse than doing nothing? How would you go about it?

iOS defaults to rendering sRGB (and Apple's devices do it pretty accurately [1][2]) so nothing changes for legacy images, unless your content or code specifically asks for P3.

Xcode and the App Store also handles thinning/slicing so that wide color content is only delivered to and stored on devices that can display it. [3]

Pretty much all of the leading content creation apps support the matching and embedding of color profiles.

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> Changing image encoding from sRGB is change for the sake of change - the vast majority of real world image content fits in sRGB.

That's a terrible argument. Holding technology back for the sake of, what?

There were times when the vast majority of "real world" content and applications fit perfectly fine in 640 Kilobytes, 640×480, 256 colors, 2 audio channels and so on.

1920×1080 is still "good enough" and covers the vast majority of content so why bother with 4K?

Many people are happy with consoles yet why do PC owners resent it when a game's graphics are dumbed down?

In any case, wide color can make a considerable difference [4][5][6][7] (to be viewed on capable devices of course, but you can still see comparisons) and the cameras on the new iPads, iPhones and other devices take photos in wide color and do embed that information in the images.

[1] http://www.displaymate.com/iPad_Pro9_ShootOut_1.htm

[2] http://www.displaymate.com/iPhone7_ShootOut_1.htm

[3] https://developer.apple.com/videos/play/wwdc2016/712/

[4] https://webkit.org/blog-files/color-gamut/comparison.html

[5] http://austinmann.com/trek/iphone-7-camera-review-rwanda

[6] http://www.astramael.com

[7] http://furbo.org/color/WideGamut/




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