Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
drohack's avatar
drohack
Explorer
9 years ago
Solved

Unity after image?

So while developing for Oculus with Unity I've noticed a sort of after image appear when i shake my head back and forth/move it (not even fairly quick). It's most notable with black text on white background, but happens for all objects in the scene. The image moves fine, but there's like an afterimage that has to catch up.
Has anyone else encountered this? Is there a way to prevent this?

This happens both when building/testing the scene in the Unity editor & after I've built the scene and compiled it.
I'm running a GTX 970 & Core i5 4690k with 12GB ram. And the scene I'm running is just a ground with a wall and text and simple objects on it. Nothing fancy that would seem like it would tax the system.

I'm kind of at a loss as to what to look at/for to try and prevent this.
  • This is a known artifact due to slow pixel luminance response times of the OLED displays in Rift and other displays. We use an "overdrive" shader to correct for it, but it isn't 100% effective for very dark or high-contrast images. It may be fixed in future hardware a year or more from now. The best workaround today is to use lower light/dark contrasts in your content.

3 Replies

Replies have been turned off for this discussion
  • vrdaveb's avatar
    vrdaveb
    Oculus Staff
    This is a known artifact due to slow pixel luminance response times of the OLED displays in Rift and other displays. We use an "overdrive" shader to correct for it, but it isn't 100% effective for very dark or high-contrast images. It may be fixed in future hardware a year or more from now. The best workaround today is to use lower light/dark contrasts in your content.
  • Could you clarify the "overdrive" shader? Is this already implemented into the Oculus/Unity code? Or is this something that needs to be turned on/implemented by the developers?
  • vrdaveb's avatar
    vrdaveb
    Oculus Staff
    Basically, we cache the previous image and compare it to the new image, noting the difference between the brightness levels. Then we exagerrate the contrast to make the pixel change color faster. It significantly reduces the "ghosting" effect, but it would cost a lot of performance or require new hardware to make it more effective. See the "Pixel Luminance Overdrive" discussion in http://static.oculus.com/connect/slides/OculusConnect_Mastering_the_SDK.pdf.