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Up and Coming
December 8, 2016

Single pass stereo rendering is rendering too dark

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? 
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    15 replies

    New Participant
    April 19, 2017
    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.
    New Participant
    April 19, 2017


    @andreischwingel

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

    You will need to use gamma space lighting for now.



    Thanks!
    Up and Coming
    August 16, 2017


    @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?
    Up and Coming
    November 27, 2017
    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.
    New Participant
    May 21, 2018
    Any updates on the driver issue?