here is also a good website with many visual examples, you can see that when blending/mixing/blurring colors in sRGB/gamma space you get these dark edges on gradients that you don’t have in linear space. Also, light calculations are physically accurate in linear space, these two reasons are why modern (like for >10 years now) GPU pipelines work in linear color space:
Color blending in linear (left) and gamma/sRGB (right) with visible dark edges
Another one, more about light calculations:
More to come…