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Up and Coming
June 26, 2015

Dark Smear (not just black)

I have a unity game where if I have dark colors on lighter colors, dark blue on light green, I see the dark object smear into the light object when I turn my head, sort of like the shadows are dragging behind.

This doesn't seem like the black smear problem, but it is very similar..

Does this just mean im in high persistence mode or something?

Im using the default OVR stuff from the older unity 4.x integration in Unity 5 (not the latest with built in support)

Other default things are happening too.. I accidentally mashed the wrong keys and got that wired oculus red grid thing in my game.. thought I had a virus from some unity store asset.. lol.... how do I prevent that from happening.
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    7 replies

    Inspiring
    June 26, 2015
    This is a limitation of the screens used, and is normal. You just have to avoid using highly contrasting colors.
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    Up and Coming
    June 26, 2015
    ok.. I can work with that or reduce contrast with some other techniques..

    do want to confirm.. looks like this is "normal" yes?

    http://youtu.be/jV1T7JqDRn4
    Inspiring
    June 26, 2015
    Yes. That's what it looks like.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    June 27, 2015
    Thanks for the fast response by the way. Saved me some panic...

    Is this "improved" in the future versions of the system? because I see it on everything, just in varying degrees of annoyance..
    Up and Coming
    February 1, 2017
    Having the exact same issues. So there is no way to avoid this? I don't have any comparable issues with the Vive. So why is this happening?
    Meta Employee
    February 5, 2017
    The problem is specifically caused by using pure (or almost pure) saturated or absent colors (e.g. full on/off R, G, B ) next to a contrasting color. The SDK internally does overdrive where it pushes the colors over/under their requested values to eliminate the ghosting you're seeing in your sample. Unfortunately you cannot overdrive pure blacks or whites. My recommendation would be to programmatically avoid extremely high/low R, G, B values or make sure the neighboring colors are less contrasty (i.e. use gradients). If you're willing to sacrifice overall contrast and not worry about this, sticking to the "HDMI limited" range of 16-235 out of 255 would solve this problem. Vive might be "solving" this by preventing (via the SteamVR SDK) the display from using showing blacks. We didn't want be so heavy handed with our SDK.
    Up and Coming
    February 27, 2017
    It seems the best way would be to generally raise the gamma (to counter
    the dark image) and to limit all colors between 16 and 235 for the whole game.

    Is there any easy way to do this in unity?