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Gamma Difference on Oculus Rift Headset - surfaces snap to black

Discussion in 'AR/VR (XR) Discussion' started by nm8shun, Apr 8, 2016.

  1. nm8shun

    nm8shun

    Joined:
    Jul 14, 2007
    Posts:
    476
    I'm working on a game on the Rift that takes place in low light. In the Editor, as I get the light intensity very low, I can get very near to black without getting all the way there. However, when viewing on the rift, everything is a little brighter (a lot actually) - like the gamma is brighter on the Rift or something.

    What this means is that when I try and get the light really low (like a dark blue moonlight (directional light)), as I approach smaller values - the surfaces lit by the light snap to black. I can't see this snapping in the Editor, but because the Rift is brighter, it's very apparent in the headset.

    Have I got some setting wrong? I'm working with Deferred and Linear in the Player Settings...but I can't seem to get around this.
     
  2. Qbert3000

    Qbert3000

    Joined:
    May 17, 2016
    Posts:
    14
    Did you find out what the issue was? I'm having the same problem. When I view a scene in unity with the oculus headset, it's definitely brighter than what I see in the editor. Especially if the lights are realtime - their intensity seem completely off.
     
  3. nm8shun

    nm8shun

    Joined:
    Jul 14, 2007
    Posts:
    476
    Nope...still a complete mystery. For any dark scenes, what I see on any screen, and what I see on the Rift is very, very different.
     
  4. Qbert3000

    Qbert3000

    Joined:
    May 17, 2016
    Posts:
    14
    Forgot to mention , using Unity 5.4 beta - Windows.
     
  5. TheGreatMurph

    TheGreatMurph

    Joined:
    Dec 16, 2013
    Posts:
    1
    I'm having this issues also, just wondering if anyone's found a solution or if this is normal behavior.
    using Unity 5.4.0f3
     
  6. raiwin

    raiwin

    Joined:
    Jun 24, 2016
    Posts:
    7