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matteumayo's avatar
matteumayo
Honored Guest
11 years ago

Left Eye Darker Than Right

ATI card, Windows 7 64, Unity 5.1.3p2, DK2 with 0.7 runtime

In Unity, the brightness is much darker on the left eye. I've been troubleshooting this for awhile, here's what I've done so far with no results:

Switched from deferred to forward rendering
Remade camera as its own object in hierarchy rather than its previous state as a child object
Ran build rather than using player with unity
Disabled AA
Disabled lights
Restarted PC

I've searched extensively and all I've found regarding this is the thread "Inconsistent Brightness Between Eyes" however the thread offered no solutions that I'm aware of.

I haven't encountered this issue in other games I've played, which makes me think it's a Unity issue, or an issue with my project that I haven't been able to find yet.

I ran into someone on /r/oculus who said they RMA'd their DK2 and it fixed their left eye brightness issue, however that user stated they had the issue in multiple games/engines whereas I have yet to encounter this issue anywhere else.

Any help is appreciated.

EDIT: I've found this only happens with dark surfaces. If I turn up the light intensity the issue disappears. Perhaps the lack of dark VR demos is the reason I'm only noticing this now?

4 Replies

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  • Strange. I just tested with a 7950 and driver 15.20, Unity 5.1.3p2, and Win8.1 in a few different configurations and didn't see this. Just to confirm, does this still occur if you make a fresh project, enable the "Virtual Reality Supported" player setting and hit play in the editor? The main camera's "Target Eye" field should say "Both".

    Can you share output_log.txt from the _Data folder next to your standalone player?
  • Did you just get a DK2? Or did you have one and it was fine and then this just started happening?

    I ask because there is some normal variation in brightness between the halves of the screen. Some units will have the issue better or worse than others, but they all have it to some degree.

    Another test would be to run existing VR apps (like the Config Util demo scene) and see if there is a difference there.
  • "vrdaveb" wrote:
    Strange. I just tested with a 7950 and driver 15.20, Unity 5.1.3p2, and Win8.1 in a few different configurations and didn't see this. Just to confirm, does this still occur if you make a fresh project, enable the "Virtual Reality Supported" player setting and hit play in the editor? The main camera's "Target Eye" field should say "Both".

    Can you share output_log.txt from the _Data folder next to your standalone player?



    Thanks for taking the time to troubleshoot and reply! I just made a fresh project as you said, set down a plane, and lowered the brightness (here's a picture of the scene, in my opinion this brightness is not outlandishly low, http://prntscr.com/8rhbkz). The issue is still very present here.

    Here is the output log: http://pastebin.com/fjVVYv0h
  • "cybereality" wrote:
    Did you just get a DK2? Or did you have one and it was fine and then this just started happening?

    I ask because there is some normal variation in brightness between the halves of the screen. Some units will have the issue better or worse than others, but they all have it to some degree.

    Another test would be to run existing VR apps (like the Config Util demo scene) and see if there is a difference there.



    I've had my DK2 for quite a while. The first time I noticed this issue was a couple months ago when I was working on a small project in unity. It was also a dark scene.

    You mention that it's normal to have variation in brightness between halves. Is it possible that the brightness issue is simply exacerbated with low light scenes?

    I tested the demo scene earlier to see if I could notice something but I couldn't (and I spent a good amount of time stupidly closing one eye over and over :P)