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Up and Coming
July 12, 2014

Right eye, textures darken

Has anyone experienced this? It seemed that once I built & ran my demo the view from the right eye would have several components darken slightly, which causes a weird hazing feeling when viewed with both eyes. This is with the 2.5 sdk

I've rolled back from 3.2 because I couldn't attach effects (color correction & bloom) over the cameras when using 'Use Camera Texture' - and using 3.2 without the feature seems to create a even more blurry and aliased image than what I got with 2.5

Maybe there's a solution I've missed?
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    5 replies

    Inspiring
    July 12, 2014
    That's the main downside to 0.3.2 SDK at the moment -- no image effects with Use Camera Texture, and without Use Camera Texture, you might as well stay on 0.2.5c, though this definitely means no DK2 compatibility.

    Patiently waiting for that next SDK release. :)
    Titans of Space PLUS for Quest is now available on DrashVR.com
    Up and Coming
    July 12, 2014
    thanks for chiming in drash. so I'm not crazy :)

    So then has anyone experienced the offset of color from one eye to another? I'll need to revisit my scene since everything should be using unlit/texture shaders. but for some reason the floor and walls tinge a shade darker in the right eye. It's also something you see happening when the experience first starts. Everything looks fine and then the right eye has some colors 'pop', & shift darker.

    update: After looking at the scene I had been experimenting with CandelaSSR shaders. Those were the objects that were turning a bit darker in the right eye view. I'll just remove it for now as I've been struggling to get anything decent with CandelaSSR for the Rift. I don't think the unity assets can keep up with the rift SDK updates.
    Up and Coming
    September 11, 2014
    Sorry to bump and old thread, but this is certainly still present in the latest SDK. I experience this in movies and games. Trying to get it more visible for Oculus devs.
    September 25, 2014
    Hello,
    Has there been any movement on this? It is very obvious in dark scenes.
    Oculus- I can provide examples if you need.

    Thanks!
    Drew
    Up and Coming
    October 2, 2014
    I believe the darkness issues can be resolved either by toggling between linear & color spaces. And/or building the demo with x86 vs x86_x64

    At the moment I build my demos with Gamma color space, and x86 architecture, and I haven't seen any issues. Also screen space effects can be corrected by disabling anti aliasing, and applying it as an image effect over each camera, along with your other screen space effects.
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