I am a little disappointed how dark the DK2 gets when using low persistance, the tradeoff is obvious... The shorter the light is switched on the less light arrives at the eye (duh). There is a 'brightness overdrive' on/off functionality in the world demo, which I think increases the current level of the OLEDs beyond their limits if they were always on. So far so good, but it has no effect for me. The display is as bright as before and about half as bright as using full persistence.
So for the future I propose the following: In the consumer version, if there really is a custom display controller chip, let it have something I'd call "degenerating persistence" Instead of modulating the current level of the OLEDs at high frequency always drive the pixels with their maximum safest current. The pixels would the be modulated at the same frequency as the refresh rate. Depending on the sub-pixel brightness they are on at the beginning of the refresh cycle and off after the amount of light has been transmitted until the next cycle. Ideally that would be some sort of exponential decaying curve which starts at beyond the safest full persistence level and then gets lower very quickly. Ideally the rate of decay would be equal to the standard display gamma function. Then switch the pixel off after some period dependent on it's respective brightness level. This has the advantage that the display can still reach full brightness but also display low persistence as needed.
Im currently just increasing brightness as a post process effect when in LP mode to compensate. But it would be nice if oculus dealt with it somehow instead.
Do you mean Bloom effects and such? I imagine that could be helpful to increase the apparent brightness of bright areas. But it won't help with the intensity of the highlights if they are somewhat large.
This is particularly noticeable if you look at the desklamp in the runtime configuration demo. It's just not bright enough so the lightbulb looks like it's just tinted in bright yellow instead of being lit.