10-12-2016 02:28 AM
Now I got my fourth Rift.
My first one had black level problems on one eye. The other eye was ok. All three replacements had the problem on both eyes.
This guy had the same problems with one eye: https://forums.oculus.com/community/discussion/41989/calibration-veil-compare-method-on-cv1
The test picture should look like this (captured from my LG TV) http://imgur.com/EYTkw8W
In my all my Rifts and in the one eye of the first one it's shown as this: (in Oculus photo viewer) http://imgur.com/9x7mK7O
I looks like the black is black and the first really dark grey has a jump to 16/16/16 or similar. Looks like a limited RGB range pic used on a full RGB display. But since it's possible to only have this error on one eye, it couldn't be a driver issue.
In ELITE it results in this:
Galaxy map on TV: (you have to zoom out and look from the top or the bottom of the galaxy to the edges) http://imgur.com/yAtJEiD
Same view in the Rift: http://imgur.com/yG1RVD8
Could you guys and girls out there check your Rifts? You can get the test pic from the linked website and/or check the border of your galaxy map.
The Oculus support is very nice. They have a name for that issue: "Black level error"
I also checked two other Rifts of my friends and both of them had that issue. Since they only play bright games like DCS an Project Cars, they didn't notice it.
12-18-2016 06:32 AM
12-18-2016 08:32 AM
voidxno said:
stalker81598 said:
I've played Elite Dangerous more than any other title on my Rift since I received it in June. I have experienced some of the things you mentioned, like the static haze which is slightly visible in very dark scenes, and some dithering in shadows. To be honest, I just kind of accepted it and didn't give it a second thought. I never expected the color and contrast to look as good as my 1440p IPS monitor.
Let's be real. At the end of the day, you are flying a spaceship around in virtual reality. Forget about black levels and just try to enjoy your game. 😉
Cheers
12-18-2016 09:37 AM
Fiege said:
stalker81598 said:
I've played Elite Dangerous more than any other title on my Rift since I received it in June. I have experienced some of the things you mentioned, like the static haze which is slightly visible in very dark scenes, and some dithering in shadows. To be honest, I just kind of accepted it and didn't give it a second thought. I never expected the color and contrast to look as good as my 1440p IPS monitor.
Let's be real. At the end of the day, you are flying a spaceship around in virtual reality. Forget about black levels and just try to enjoy your game. 😉
Cheers
Same here! I notices a haze in dark areas but didn't really care before I read this discussion.
Most of the time I hardly notice it and when I do, I still don't really care to be honest. Have to try ED as soon as I find the time for it.
01-16-2017 06:06 AM
Fiege said:
Same here, but left:2 and right:1 or maybe 3 & 2
But I thought higher numbers (5) were better?!?
@Fiege: Depends. Not so much good or bad. Just a range to try to find where Oculus tries to 'lock' their one-calibration-fits-all. Independent of how one likes 1 vs 5 in photos. After the last result in my other thread, and other references, my best guess is that 1-2 is what Oculus is aiming for.
My personal view is that I am ok'ish with what I got now. Would still like Oculus to be more open about the calibration issues. And would very much like possible user options to adjust/tune screens individually.
One consequence looks to be that some developers are looking for workarounds. Elite Dangerous released a beta update that apparently does dithering to reduce banding (quote: "Enabled dithering for VR to reduce banding"). And probably also bridge the large drop to absolute black (RGB #000000). If it continues like this we might get a situation where Oculus releases a new fix to make drop to black better calibrated. Ending up 'breaking' the possible existing ad-hoc solutions.
For reference. I do not think the big jump to black is ideal. As it looks now if you give CV1 screens RGB values #000000, #010101, and so on. A rough estimate is that the pixel brightness jumps relatively 3 times as much from #00 to #01, than from #01 to #02 and so on. And because hex #00 and #01 do not have any value in-between, one needs to dither to avoid dark banding. Or maybe make #01 the lowest value to use, but missing out on absolute black. Quick illustration of issue:
01-16-2017 11:39 AM
01-16-2017 12:24 PM
dmdcsm said:
Nope, mine has had several problems. Mostly revolving around the HDMI.
01-16-2017 05:01 PM
01-17-2017 03:43 AM
01-17-2017 05:08 AM
01-17-2017 05:14 AM
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