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 coded by hand".
Now they story goes as simply as "colours don't quite look the same", in essence what you see on CV1 ( compared to the PSVR side of things ) is quite a bit "darker" now the hues seems to be "mostly correct" but it's literally maybe a matter of brightness/gamma/dynamic (???) ..
Try as I may I cannot find any "simple way" to make things look "as similar as possible", if instead of using SRGB for textures I use a LINEAR space everything looks yes quite much brighter ( now even a bit "too much" ) but you get lot of "match banding" as well.
True I saw a certain "difference" between SDK 1.6 and the latest one SDK 1.8 that I applied yesterday but still "not that perfect".
Now the questions are
- is there any parameter(s)/something that maybe could be touch in the "compositor" to adjust something like brightness/contrast/gamma ?
- any other thing that could be done ?
I thinking "in a worst case scenario" maybe to have a "final render pass" with some shader to perform some ( nonlinear ? ) correction to adjust the stuff but I'd love to avoid it as that would mean "quite a bit of GPU time lost".
Also, little things I noted, "the black is not really black", when I look into the CV1 with a totally black screen I see a sort of "gradient" going from black to a sort of "dark reddish" from bottom to top, is that normal ?
One more thing, those "stupid rays/internal reflection" .. I guess the only thing is to avoid "high contrast scenes" because I don't think anything can be done about it ? Those are really quite annoying and it means one has to "color balance" all scenes/things one by one because otherwise you get artifacts.
Not a very good idea those Fresnel Lenses ..
Cheers.
Now they story goes as simply as "colours don't quite look the same", in essence what you see on CV1 ( compared to the PSVR side of things ) is quite a bit "darker" now the hues seems to be "mostly correct" but it's literally maybe a matter of brightness/gamma/dynamic (???) ..
Try as I may I cannot find any "simple way" to make things look "as similar as possible", if instead of using SRGB for textures I use a LINEAR space everything looks yes quite much brighter ( now even a bit "too much" ) but you get lot of "match banding" as well.
True I saw a certain "difference" between SDK 1.6 and the latest one SDK 1.8 that I applied yesterday but still "not that perfect".
Now the questions are
- is there any parameter(s)/something that maybe could be touch in the "compositor" to adjust something like brightness/contrast/gamma ?
- any other thing that could be done ?
I thinking "in a worst case scenario" maybe to have a "final render pass" with some shader to perform some ( nonlinear ? ) correction to adjust the stuff but I'd love to avoid it as that would mean "quite a bit of GPU time lost".
Also, little things I noted, "the black is not really black", when I look into the CV1 with a totally black screen I see a sort of "gradient" going from black to a sort of "dark reddish" from bottom to top, is that normal ?
One more thing, those "stupid rays/internal reflection" .. I guess the only thing is to avoid "high contrast scenes" because I don't think anything can be done about it ? Those are really quite annoying and it means one has to "color balance" all scenes/things one by one because otherwise you get artifacts.
Not a very good idea those Fresnel Lenses ..
Cheers.
