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New Participant
August 18, 2015

Darker texture difference between player and headset

I have pre-rendered omnidirectional stereo images which I am mapping to 2 spheres (with front face culling) which are mapped for the left and right camera on the OVRCameraRig object using the usual culling technique with layers. I am having the odd problem where the image looks fine when I look at it from the player but when I put on my Oculus the texture is excessively darker.

I've played around with the colour spaces on the player but that wasn't it, has anyone encountered this and found a solution?
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    6 replies

    Inspiring
    August 18, 2015
    What headset do you have? DK2?
    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
    New Participant
    August 18, 2015
    Yes.
    Inspiring
    August 18, 2015
    OK, what Unity version, integration version, and OS?

    Can you try toggling linear lighting?
    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
    New Participant
    August 18, 2015
    OS: Windows 8.1
    Unity Version: 5.1.2p3
    Oculus Integration: https://developer.oculus.com/downloads/ ... r_Unity_5/ this one.

    Is that the setting from player settings? Color Space? Because I've toggled that from gamma to linear and vice versa, there was no change.
    Inspiring
    August 19, 2015
    It still sounds like we are missing a linear-to-gamma conversion somewhere. Does it help to set the texture as linear in its import settings? http://docs.unity3d.com/ScriptReference/TextureImporter-linearTexture.html Is the behavior the same in the standalone and the editor? Are there any lights in your scene? What shader(s) are you using?
    New Participant
    August 19, 2015
    What do you mean in its import settings? These are the texture settings in Unity for both textures: http://imgur.com/jRtAVC8

    The linear gamma toggle is the one i changed here: http://imgur.com/xlJxidO

    They look fine on my monitor even when I move the rift around on screen it looks great but when I put on the headset it's really dark. They even look grainy on the HMD and these have been path traced for hours with about 1000 samples per pixel (they look great on screen). I can't unfortunately upload the images because they're of a proprietary model as this is some work I'm doing for my dissertation for an automobile company, I'll try and obtain an alternative scene to render and send over the images.