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Single pass stereo rendering is rendering too dark

jlink
Explorer
I'm integrating the Rift into our Vive project and I'm having trouble with our scenes looking too dark in the Rift. After some trial and error testing, I've found that this happens with single pass stereo rendering enabled. This is happening on Unity 5.4.2 and 5.5.0.

Obviously we would like to keep single pass stereo rendering enabled for performance reasons. Is this feature supported on the Rift? 
15 REPLIES 15

SectionOne
Expert Protege
I am also having this problem in the editor. very very dark inside the rift. I am using 5.6.0f3

andreischwingel
Honored Guest
I am having the same problem, but using Multi Pass, when switching from Gamma to Linear color space inside Unity.
I explained and post screenshots here: https://forum.unity3d.com/threads/gearvr-in-linear-space-problem-dark-image.455141/#post-3038503

I am using Unity 5.6.0f3.

andreischwingel
Honored Guest


@andreischwingel

This is a known issue with the Qualcomm driver's sRGB sampling. 

You will need to use gamma space lighting for now.



Thanks!

moonbear
Explorer


@andreischwingel

This is a known issue with the Qualcomm driver's sRGB sampling. 

You will need to use gamma space lighting for now.



Thanks, I encountered the same problem. Will switch to Gamma now. Too bad, we can't use linear because of this driver issue. I guess we'd have to wait 1-2 years until most phones got their drivers up to date?

scottoculus
Protege
Any update on this? I'm having odd problems on Gear VR with shader that's loading in self created Linear textures.  It only works if I set Unity project to Gamma and create the texture as gamma. Exact same code with linear space works fine on PC.

clclcl
Honored Guest
Any updates on the driver issue?