New OVRManager.eyeTextureFormat R11G11B10_FP seems to have no effect
'Oculus Utilities for Unity 5 1.16.0-beta' claims to introduce the new eye texture formats R16G16B16A16_FP and R11G11B10_FP to "remove banding from dark colors".
Linked below is a Unity project designed to demonstrate the effect of the new eye texture formats. The scene contains an inverted sphere, lit by a single directional light at 0.05 intensity. When viewed in VR, the viewer sees 12 concentric circles of decreasing brightness, representing the lowest 12 brightness values in the LDR spectrum. The spacebar toggles between the default eye texture format, and R11G11B10_FP. With the latter texture format, I would expect to see those LDR rings turn to a smooth radial gradiant, but I see no such effect. The project was created using Unity 5.6.0f3.
https://drive.google.com/file/d/0B0Ub2k8Cl3YRVFJVTFlzaEM0VkE/view?usp=sharing
Is there some important step I'm missing in order to be able to make use of these new eye texture formats in Unity?
Linked below is a Unity project designed to demonstrate the effect of the new eye texture formats. The scene contains an inverted sphere, lit by a single directional light at 0.05 intensity. When viewed in VR, the viewer sees 12 concentric circles of decreasing brightness, representing the lowest 12 brightness values in the LDR spectrum. The spacebar toggles between the default eye texture format, and R11G11B10_FP. With the latter texture format, I would expect to see those LDR rings turn to a smooth radial gradiant, but I see no such effect. The project was created using Unity 5.6.0f3.
https://drive.google.com/file/d/0B0Ub2k8Cl3YRVFJVTFlzaEM0VkE/view?usp=sharing
Is there some important step I'm missing in order to be able to make use of these new eye texture formats in Unity?
