Forum Discussion
soundandvision7
11 years agoHonored Guest
Smearing / Motion Doubling - not Judder!
Hi all. Working in Unity, I'm getting a doubling effect on any fast moving object that's moving laterally (side to side). It's not judder as everything else is solid... just objects that quickly move from left to right. For example, if I drop in the "Ethan"Third Person Controller character from Unity's Standard Assets package, and run him left to right across my view, there's a ghost image of him trailing him slightly.
Is this Black Smear? Is this just a limitation of the DK2? Is there something I haven't setup correctly or should look at?
Running Unity 5.1.2p3, Windows 8.1 on an GTX980.
Is this Black Smear? Is this just a limitation of the DK2? Is there something I haven't setup correctly or should look at?
Running Unity 5.1.2p3, Windows 8.1 on an GTX980.
7 Replies
- It could be that overdrive isn't enabled (don't ask me how, I don't use unity for vr, but I've seen it happen in the c++ sdk). Overdrive uses the difference between two frames to overcompensate the colours to cancel out the ghosting.
- cyberealityGrand ChampionI'd imagine it's just black smear. It happens where you have objects of contrasting colors.
Sadly it's a limitation of the panels used and can't really be fixed. - soundandvision7Honored GuestThanks Kojack and Cybereality! I'll look into Pixel Luminance overdrive, but I think Cyber's right and it may indeed be Black Smear. Time to re-work some ideas...
- mabseyExplorerSorry to hop onto your thread, I've got the same Black smear problem, so will have to think about my colours a little bit better if there is nothing we can do.
Mabs - soundandvision7Honored GuestNo worries mabsey! We're all in it together :)
"cybereality" wrote:
I'd imagine it's just black smear. It happens where you have objects of contrasting colors.
Sadly it's a limitation of the panels used and can't really be fixed.
Cybereality, I did some more tests with very low contrast colors (grey object on grey background) and was still having the same issue. After some research I found this post by Michael Antonov about Asynchronous Timewarp and found this screenshot from Couch Knights that looks exactly like the doubling i'm seeing:
https://s3.amazonaws.com/static.oculus. ... ewarp2.jpg
In his post, Michael states:
"Animated or moving objects cause another artifact with ATW: because a new image is generated just by warping the original image without knowledge of the movement of objects, for all ATW-generated frames they are effectively frozen in time. This artifact manifests as multiple images of these moving objects — i.e. judder."
https://developer.oculus.com/blog/async ... -examined/
Will this always happen with fast moving objects near the viewer? Do you know if this is improved or fixed in CV1? - cyberealityGrand ChampionThen you're talking about judder.
- soundandvision7Honored Guest
"cybereality" wrote:
Then you're talking about judder.
Doh! Sorry, I was under the impression that Judder referred only to stuttering of everything in the field of view due to low frame rate. I didn't know it also applied to individual objects stuttering when everything else in the scene is fine.
According to that article it seems to be a known artifact of Asynchronous Timewarp, I was wondering if that's just something we have to live with or if there's any workarounds / fixes.
Would it be possible to make a Sticky that lists known visual artifacts, gives them an official name and a visual reference (and known solutions or design guidelines)?. It seems like this stuff is all out there but in lots of different places, and it must get tiring explaining the same things over again :)
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