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wadamw's avatar
wadamw
Explorer
9 years ago

Gamma Very Different in CV1 than in Editor Window

I'm working with a dark scene, and in the editor I'm able to do quite a bit of fine tuning; but the headset shows everything much brighter.  No matter how I work with it, the headset seems to be dealing with color differently than Unity's editor.

I'm working with Forward Rendering and Linear space.  Has anyone else noticed problems like this?  If so, what has been your solution?

4 Replies

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  • Are you creating your texture using the format flag `OVR_FORMAT_R8G8B8A8_UNORM_SRGB` or a format that doesn't end in SRGB?  

    Never mind, I responded before I saw you were posting in the unity category.
  • vrdaveb's avatar
    vrdaveb
    Oculus Staff

    @wadamw, I assume you aren't seeing grossly blown-out luma, such as you would get from an incorrect gamma space.

    There is unfortunately some slight unpredictability in the Rift panels' low-luma response. For practical purposes we’re surprisingly close to the
    broadcast standard where the full range is more like 16-235 on the panel, and
    for similar reasons. You can *see* much darker things on an HMD, but they often have more banding, less consistency, etc due to loss of precision and panel manufacturing. I would recommend tuning your content so that the brightness levels stay above 11.

  • galopin's avatar
    galopin
    Heroic Explorer

    vrdaveb said:

    @wadamw, I assume you aren't seeing grossly blown-out luma, such as you would get from an incorrect gamma space.

    There is unfortunately some slight unpredictability in the Rift panels' low-luma response. For practical purposes we’re surprisingly close to the
    broadcast standard where the full range is more like 16-235 on the panel, and
    for similar reasons. You can *see* much darker things on an HMD, but they often have more banding, less consistency, etc due to loss of precision and panel manufacturing. I would recommend tuning your content so that the brightness levels stay above 11.



    Hello @vrdaveb.

    Could you elaborate a little more on the rift panel. The SDK request 888 surfaces, but would it be better to provide a 1010102 backbuffer, even if the panel is 8bits (as i believe it is to fit hdmi bandwidth), It may give a little extra help to the distortion result to fight banding. I also hope the panel is feed with a full 4:4:4, do you confirm ?

    Also, the sdk request a srgb input, but from what you say it may be better to work in the rec.709 color space and output range no ? May it be an option in the future.

    Also, if there is some specs disclose like how bright it can be, how many nits the screen deliver  when full white ?


  • owenwp's avatar
    owenwp
    Expert Protege
    It is still going to expect an sRGB gamma curve even if you have to clamp the output range, because that is the only thing supported by your GPU.  Other color spaces would require manual encoding and decoding in shader code at every stage of the pipeline, including the VR compositor.