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Chromatic Aberration Issues

thekiwimaddog
Honored Guest
Hi everyone! I've received my DK2 today and have been playing around in both the Oculus World Demo and the Demo Scene and I'm noticing a large amount of chromatic aberration towards the edges of the screen. I've been playing around with the settings (IPD, Eye relief, Eye Cups) and nothing seems to help with this issue. In fact I can't even see a noticeable change in the chromatic aberration correction when viewing it using the monitor for reference and picking what I think are extreme values. They all just seem to produce the same correction effect.

Should the IPD, Eye Relief and Cup type change the chromatic aberration correction effect? If so can someone tell me the extreme values that I can choose for a comparison as I'm wondering if this is just a bug and my settings are not being applied to the distortion correctly.

Does anyone else see this chromatic aberration?

Thanks Everyone!
David
225 REPLIES 225

egardner71
Honored Guest
"mrgreen72" wrote:
"rupy" wrote:
"mrgreen72" wrote:
Valve's patch makes it a little better but it's still far from perfect.


I think that's because it can never be unless you screw the HMD to your head.

It theoretically should be possible to software-correct CA 100% for one user but making it work for everyone is probably very hard.


You are correct, but if the setting that are dialed in to make it perfect for that one user are available for all users then everyone can fine tune it for themselves. All that would be needed is a quick setup wizard that walks you through which setting to change first in order to reach that sweet spot.

Nisei
Protege
"mrgreen72" wrote:
It theoretically should be possible to software-correct CA 100% for one user but making it work for everyone is probably very hard.

The problem is that everytime you put on the Rift it can be in a slightly different position. You sometimes adjust the straps a bit to make it sit more comfortable and thus messing up your previous settings. I sometimes see colors around the Warning intro and have to shift the Rift slightly to make it look good again. But to do this in the middle of a game/demo is much harder.

Parity
Honored Guest
Well, actually I didn't belive that changing the values could actually produce better CA correction. My guess was that Oculus had better possibilities to test this out than we have.

Today I tried the modded Oculus World Demo and you all were right. 0.75 is WAY better for me than 1.00. I think everybody is sure it is that way. It is just perfect. This needs to be changed.

Nisei
Protege
How 'bout giving us a white on black line grid and use the 4 arrow keys to adjust settings 'til everything's perfect?
That would make much more sense than having to adjust your settings in the config tool without any visual feedback.

MrFJ
Honored Guest
"krp" wrote:
Hi,

as there were some requests - here a simple mod of the Oculus World Demo
with a customizable Chromatic Aberration scale:

http://d8d913s460fub.cloudfront.net/download/files/ext/OculusWorldDemo-with-CA-scaling.7z

Use the [Home/Pos1] and [End] keys to adjust the chromatic scaling interactively.

It would be interesting to know if a reduced scale like 0.75 is better for everyone?
Everyone I showed the mod so far is saying it is better this way...

Best regards,
Klaus


How can I do that in my Unity project? Not runtime, just actually changing the value. Where is that value?

thekiwimaddog
Honored Guest
Just an update:
The latest version of the Oculus runtime has improved the CA issues but still not by any means perfect.

I would say it has halved the amount of CA I was experiencing before.

Thanks
David

opamp
Protege
"thekiwimaddog" wrote:
Just an update:
The latest version of the Oculus runtime has improved the CA issues but still not by any means perfect.

I would say it has halved the amount of CA I was experiencing before.

Thanks
David


Playing around with the eye relief slider should fix your problem.
DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.

mrgreen72
Superstar
"opamp" wrote:
"thekiwimaddog" wrote:
Just an update:
The latest version of the Oculus runtime has improved the CA issues but still not by any means perfect.

I would say it has halved the amount of CA I was experiencing before.

Thanks
David


Playing around with the eye relief slider should fix your problem.


Is CA correction the only thing the eye relief value is used for?

We should change the eye relief slider regardless of the real actual position of the dial on the HMD?

I noticed that I could get better CA correction by "lying" about my eye relief but I was afraid it would break something else.

JFlynn
Honored Guest
"mrgreen72" wrote:
"opamp" wrote:
"thekiwimaddog" wrote:
Just an update:
The latest version of the Oculus runtime has improved the CA issues but still not by any means perfect.

I would say it has halved the amount of CA I was experiencing before.

Thanks
David


Playing around with the eye relief slider should fix your problem.


Is CA correction the only thing the eye relief value is used for?

We should change the eye relief slider regardless of the real actual position of the dial on the HMD?

I noticed that I could get better CA correction by "lying" about my eye relief but I was afraid it would break something else.


Yeah, if we tweak the eye relief slider to get chromatic abberation dialed in, are we setting the eye relief slider to the 'correct' setting that is more correct than the actual value, because of some difference in the geometry of our face?

If that's the case I'd rather that just the home and end keys in game.

brantlew
Adventurer
"mrgreen72" wrote:
eah, if we tweak the eye relief slider to get chromatic abberation dialed in, are we setting the eye relief slider to the 'correct' setting that is more correct than the actual value, because of some difference in the geometry of our face?


The question is whether chroma-separation is a better tool for measuring eye-relief than the line-tool. It's a good question. 😉