Forum Discussion
Jyakku
11 years agoHonored Guest
Saturation and Framerate Issues with OVR SDK 0.4.4
I just integrated 0.4.4 into my Unity project and a few things appear to have changed. First of all, my framerate has dropped considerably. I typically use the HmdCaps.NoVSync setting to benchmark...
vrdaveb
11 years agoOculus Staff
It sounds like there may be a problem with sRGB conversion. In D3D9 and GL, we force sRGB read on the eye buffers to get more precise interpolation when re-sampling for lens distortion. It can significantly reduce aliasing. It should be doing the gamma and de-gamma operations at the right times, but there is a chance something went wrong. Does it help to disable sRGB in one of your Start methods, as follows?
OVRManager.display.distortionCaps &= ~(uint)DistortionCaps.SRGB;
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