tldr: Fringing happens because the subpixels are not properly aligned. It can be alleviated by "shifting" the underlying data to colocale in the center of the pixel. On the Samsung Panel, a simplistic solution to this is as follows:
green_amt = 0.2
red_amt = 0.4
blue_amt = 0.3
for i in range(1, im.shape[0]-1):
for j in range(1, im.shape[1]-1):
green_out[i, j] = green[i, j+1]*(green_amt) + green[i, j]*(1-green_amt)
red_out[i, j] = red[i, j-1]*(red_amt) + red[i, j]*(1-red_amt)
blue_out[i, j] = blue[i+1, j]*(blue_amt) + blue[i, j]*(1-blue_amt)
outim[:, :, 1] = green_out
The above ignores that green/red are a bit above the center and blue alternates between being in the left and right. Refinements are possible but for my personal usecases are not necessary at the moment.
No problem, thanks for the quick response! :)
In no mans sky I am mainly seeing the wattage jump up about 3-4w, fps is about the same as I locked it at 50. As for elden ring the frametimes jump quite a lot.. First I thought it is just something funky happening with vsync, but I disabled it through launch options and was still seeing it. The fps is about the same, just the frametimes are more jittery compared to default. But yea, not seeing these issues when injected through reshade. These tests aren't too scientific :D sorry.