The point is to show it's uncapped, since SDR is just up to 200 not. It's not tonemapped in the image.
But, please, continue to argue in bad faith and complete ignorance.
From understanding my old GameBoy that had 4 AA batteries in alternating rotation, that had 6V (1.5V each battery). Chaining positive and negative together increased the voltage.
Since this has them pointing both up, it's just 1.5V but it's as if you put a half sized battery.
Basically, the same, just less amperage because of a smaller battery (if compared to 2 of the same).
tl;dr: same, but half capacity.
This is a trash take.
I just wrote the ability to take a DX9 game, stealthy convert it to DX9Ex, remap all the incompatibility commands so it works, proxy the swapchain texture, setup a shared handle for that proxy texture, create a DX11 swapchain, read that proxy into DX11, and output it in true, native HDR.
All with the assistance of CoPilot chat to help make sense of the documentation and CoPilot generation and autocomplete to help setup the code.
All in one day.
Helm Dawson tonemapper is a filmic tonemapper built by EA years ago. It's very contrasty, similar to ACES (What Unreal mimics in SDR and uses for HDR).
The problem is, it completely crushes black detail.
https://www.desmos.com/calculator/nrxjolb4fc
Here's it compared to the other common Uncharted2 tonemapper:
Everything under 0 is crushed.
To note, it's exclusively an SDR tonemapper.
I've found this tonemapper in Sleeping Dogs as well and when modding that game for HDR, it was very noticeable there how much it crushed. Nintendo would need to change the tonemapper to an HDR one or, what I think they'll do, fake the HDR by just scaling up the SDR image.
To note, I've replaced the tonemapper in Echoes of Wisdom with a custom HDR tonemapper via Ryujinx and it's entirely something Nintendo can do. I just doubt they will.
We would have also accepted a bluer yellow.