Forum Discussion
ox
9 years agoHonored Guest
sRGB/gamma/color whoes, conversion from PSVR to CV1
Ok this may seem a bit "unusual" question but, I am working on a title currenty on work for PSVR ( PS4 ) and currently having it working as well on PC / CV1, all in house propietary engine so "all cod...
ox
9 years agoHonored Guest
Hi,
so .. seems I found out what I was doing wrong.
What I was doing wrong was taking some sample code ( i.e. the samples supplied ) study it a bit, think "I should got the most part", implement some stuff as it was in the example and then find out that "what was there was not exactly what you needed".
Now I forgot to say two things ,
1. that I am using MSAA
2. that there's a point where I stolen bits and pieces of the OculusTexture class from OculusRoomTiny
Now if you look at main.cpp of that, around line 55 you will see :
ovrTextureSwapChainDesc desc = {};
desc.Type = ovrTexture_2D;
desc.ArraySize = 1;
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
However a bit further down ..
D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
Second problem by trying to understand how MSAA was working/used I had a look into the OculusRoomTinyAdvanced example and I found out that the MSAA textures where declared and used like DXGI_FORMAT_R8G8B8A8_UNORM, not knowing precisely "why" I assumed "maybe for some reasons has to be like that ?".
In short .. putting both thing to DXGI_FORMAT_R8G8B8A8_UNORM_SRGB sorted all the problems out.
Now the stuff looks nearly identical in both versions.
so .. seems I found out what I was doing wrong.
What I was doing wrong was taking some sample code ( i.e. the samples supplied ) study it a bit, think "I should got the most part", implement some stuff as it was in the example and then find out that "what was there was not exactly what you needed".
Now I forgot to say two things ,
1. that I am using MSAA
2. that there's a point where I stolen bits and pieces of the OculusTexture class from OculusRoomTiny
Now if you look at main.cpp of that, around line 55 you will see :
ovrTextureSwapChainDesc desc = {};
desc.Type = ovrTexture_2D;
desc.ArraySize = 1;
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
However a bit further down ..
D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
Second problem by trying to understand how MSAA was working/used I had a look into the OculusRoomTinyAdvanced example and I found out that the MSAA textures where declared and used like DXGI_FORMAT_R8G8B8A8_UNORM, not knowing precisely "why" I assumed "maybe for some reasons has to be like that ?".
In short .. putting both thing to DXGI_FORMAT_R8G8B8A8_UNORM_SRGB sorted all the problems out.
Now the stuff looks nearly identical in both versions.
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