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(occulus) Inconsistent brightness levels on different machines in vr glasses

Discussion in 'VR' started by maciekgesexhibitions, Mar 5, 2019.

  1. maciekgesexhibitions

    maciekgesexhibitions

    Joined:
    Dec 8, 2018
    Posts:
    6
    Im making a project on unity 2018.1.3f2. for occulus. The scene takes places at night. I use linear color space, automatic win api, single pass stereo, with shared depth buffer, hdr, and unity postporocesing. Between our team we share project using collaborate.
    On my pc the scene in vr glasses looks the same as in editor(i have geforce 1050ti, other members of the team have laptops with geforce 1060, all Nvidia) It is clear that they have darker gamma in the glasses, bnot only because its darker, also color hue is shifted a bit towards more satured and a little more red.
    We made several other projects in day light, and studio lighting(softbox style) mostly on 2018.2 and we didnt had those problems(or they were not noticable)
    Is there a way that i can achieve consistent brightness on every machine, and make it look the same as in the scene view?