06-14-2021 09:38 PM
When implementing the instant runtime splash screen there is a problem with how the splash image is processed which causing the image to be overexposed on the Quest. The first image below is how it should look, the second is how it appears on the Quest. The problem seems to be that you can't save a PNG as an HDR image which means when the splash goes through the ASTC conversion the brightness levels, etc get messed up. It works fine for a black and white images (e.g. the oculus logo), but if you have a color image you'll get similar results.
I think it has something to do with gamma vs linear color space. As a workaround I've switched to a black and white image, but if anyone has another solution I'd like to hear it
How it should look (uncompressed)
How it appears on the Quest
Solved! Go to Solution.
06-24-2021 04:01 AM
I think it expects the image to be in linear color space instead of sRGB. So take photoshop to change the gamma to 0.4545 and save a new version
06-23-2021 07:34 AM - edited 01-16-2022 11:15 AM
I am also experiencing problems with the instant splash screen, brightening the color as you describe above. Any information on what is happening here would be appreciated?
06-24-2021 04:01 AM
I think it expects the image to be in linear color space instead of sRGB. So take photoshop to change the gamma to 0.4545 and save a new version
06-27-2021 07:17 AM
SOLVED - Thankyou BLANX.de, your reasoning makes sense, I have applied your suggestion, and it was successful 🙂
06-27-2021 06:30 PM
Thanks BLANK.de, very helpful (you learn something new everyday).
I'm using Affinity Photo (I don't have Photoshop), so to get the correct gamma adjustment you need to create a 'procedural texture' that looks like the following:
Raise the gamma by a power of 2.2 (equivalent to 0.4545 in photoshop)
01-01-2022 12:48 PM
In case anyone is trying to do this in the GIMP, it's under the menu "Color > Levels..". and is this unlabeled(?) text input next to the "Clamp input" checkbox.