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Chromatic Aberration Issues

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  • RuudscornerRuudscorner Posts: 436
    Art3mis
    I feel I need to weigh in here as I too experience the chromatic aberration issue to an extent where I don't want to do much until it's fixed.

    In the demo scene the overall color is orange while I think it's supposed to be blue. In Titans of Space the sun and Mars is more blue and not red as they should be.

    Text is almost unreadable at the edges because the colors are separating way to much. At the center it looks perfect.

    Is this fixed in 0.4.2? And if it where fixed, shouldn't the demo scene have this fix in the new 0.4.2 run time? If it does, then I don't think it's fixed...

    EDIT:
    I think this have been mentioned by others before but I will do it again. I only get this crazy chromatic aberration issue in direct access mode, not at all in extended mode.

    Direct access: The demo scene is orange with high color separation. In Titans of Space the sun and Mars is blue and I have three times background stars because of color separation.

    Extended mode; Perfect image in both applications.

    This makes me think there are some bugs in direct access mode. Any ideas?
  • SarenSaren Posts: 3
    Hi everyone !
    I'm starting to work on a project with the DK2 with some friends and we have this chromatic aberration issue. We work on Unreal Engine 4 and we wanted to know if it's possible to solved it like in the "OculusWorldDemo-with-CA-scaling".
    We tried to change the OVR_Stereo.cpp in the sdk but it didn't improve anything :(

    Any solutions ?
  • brantlewbrantlew Posts: 540 Oculus Staff
    Have you tried manipulating the Eye Relief Dial slider in the Configuration Utility? That should modify CA for your player profile within UE4. I don't believe modifying the OVR source code is going to change anything within the UE4 engine integration.
  • SarenSaren Posts: 3
    I tried but I don't really see a difference between the "in" and "out" parameters.
    Is it possible to manually change (through code) the chromatic aberration in UE just like the demo Unity I mentioned ?

    We also have another problem, the camera isn't working when we launch our UE project. It's working with others demos and maybe it's because we started to work on this project with the DK1 but I have no idea how to turn it on.
  • This is probably a Unity-specific solution but...
    I was having this issue in Unity after forcing all lights to be vertex lights and turning off VSync (was trying to optimize)...
    Changing Pixel Light Count to 2 and VSync to "Every VBlank" took away almost all of the aberration.
  • SarenSaren Posts: 3
    Well, I don't know if it's because of the last update of Unreal but I launched my project this morning and the camera was on :D
    So positionnal tracking is working but we still have some chromatic aberration on the side of the screen :(

    By the way, we need to present our prototype with a "live demo" and we wanted to only show 1 screen of the Oculus for the public. Anyone knows how to do that ?
  • seikenseiken Posts: 1
    NerveGear
    Hrm, I just got a DK2. The World Demo with scaling looks perfect for me at something like 0.55 CA scaling (and I have 20/20 vision as far as I know). All of the other apps I've tried have extreme chroma issues no matter what settings I use in the configuration utility, or what physical headset position I use. The eye relief slider has little to no effect between minimum and maximum. Do they need to be recompiled with a newer SDK or what?

    I guess I just don't really understand how it could be so wrong, when all positions (combinations of eye-relief config setting and eye-relief physical setting) exhibit extreme, indistinguishable aberration; and yet, as demonstrated by the scaling demo, there exists a setting which eliminates the aberration completely.
  • Hi Guys !

    I have just receive my rift, and like many here :
    - i have very high chromatic aberration at the edges of the frame
    - i can't solve the problem with the Configuration Utility parameter

    It looks that krp has find a solve that works almost perfectly here:
    viewtopic.php?f=34&t=11190&hilit=chromatic+aberration&start=80#p165764

    I have try to follow his step but i can't figure exactly how to execute the whole process,
    some part of what i need to do are still obscure.


    Here is what i get from his post :
    1 - Download the Oculus SDK 0.4.4 here :
    https://developer.oculus.com/downloads/#version=0.4.4-beta

    2 - Open the the LibOVR project in :
    ovr_sdk_win_0.4.4\OculusSDK\LibOVR\Projects\Win32\VS2013\LibOVR.vcxproj

    3 - Open the OVR_Stereo.cpp file and fine the following code at line 1080 :
    // Chromatic aberration doesn't seem to change with eye relief.
    for ( int i = 0; i < numDistortions; i++ )
    {
        distortions[i].Config.ChromaticAberration[0]        = -0.015f;
        distortions[i].Config.ChromaticAberration[1]        = -0.02f;
        distortions[i].Config.ChromaticAberration[2]        =  0.025f;
        distortions[i].Config.ChromaticAberration[3]        =  0.02f;
    }
    
    4 - Replace those lines by the following code :
    // Chromatic aberration doesn't seem to change with eye relief.
    for ( int i = 0; i < numDistortions; i++ )
    {
        distortions[i].Config.ChromaticAberration[0]        = -0.015f * 0.75f; // = -0.01125
        distortions[i].Config.ChromaticAberration[1]        = -0.020f * 0.75f; // = -0.015
        distortions[i].Config.ChromaticAberration[2]        =  0.025f * 0.75f; // =  0.01875
        distortions[i].Config.ChromaticAberration[3]        =  0.020f * 0.75f; // =  0.015
    }
    
    5 - Rebuild the LibOVR with the new code

    6 - Replace the old libovr lib by the new ones


    Here are the point that remain obscure to me :
    1 - the code i have to replace has now 3 occurrences in OVR_Stereo.cpp at line 998 / 1035 / 1142
    => Does i need to replace all the occurrences ?

    2 - the default value are modified so to get the same value as krp i use :
     // Chromatic aberration doesn't seem to change with eye relief.
    for ( int i = 0; i < numDistortions; i++ )
    {
        distortions[i].Config.ChromaticAberration[0]        =  -0.01125f
        distortions[i].Config.ChromaticAberration[1]        =  -0.015f
        distortions[i].Config.ChromaticAberration[2]        =   0.01875f
        distortions[i].Config.ChromaticAberration[3]        =   0.015f
    }
    
    => is this correct ?

    3 - When i build the project i only get libovrd.lib created ,
    => is that correct or do i need to build libovr.lib / libovrd.lib / libovr64.lib / libovrd64.lib ?

    4 - when i search in Oculus config directories i am unable to find those libovr lib anywhere so
    => where are the files that i need to replace with the new generated lib ?

    Sorry for the long post , but if someone can help to solve the problem it would be fantastic,
    I haven't be able to find a place where i can find a centralized / concise / working explanation
    on how to solve CA issues.


    Cheers

    E
  • I've got the following answer from krp regarding my problems:

    that post is already outdated - in the newer SDK versions the CA correction already depends also on the eye-relief settings. This way the CA is automatically better (but still not perfect).

    So after playing with the setups, i find where the issues come from. I wear farsighted glasses with pretty high correction.
    - When i don't put my glass the image is sharp with no CA, when my rift use the closest position to the screen.
    - When i put my glass no matter what i do it's impossible to get an image without CA on the edge.

    So i guess my case is special, but the rift should include additional setup for people with high farsighted glasses ... ;)
  • brantlewbrantlew Posts: 540 Oculus Staff
    Interesting. Yes, we don't currently have any way to account for extra optics in the system. If your lenses greatly distort your natural FOV and you are accustomed to that, then a lot of the calibration procedures may fail.
  • VRoaaarVRoaaar Posts: 45
    Brain Burst
    Sorry to resurrect an old thread, but I'm having the same issue as @SebKaine has. I'm nearsighted (-3.5) and my son is even more nearsighted (-7.5). We both have the same problem while wearing our glasses in the Rift: the image is clear in the center, but has abberation which gets worse toward the edges of the screen. Colors get separated like this:

    This is not the Rift's fault but due to the glasses, I know, but is there any way to compensate for this? It would be very nice if we could 'tune' the abberation compensation. Is this possible somehow (registry, configuration file, change a DLL, ...)?
  • brantlewbrantlew Posts: 540 Oculus Staff
    Personalized aberration tuning is not currently supported by the SDK or toolsets.
  • VRoaaarVRoaaar Posts: 45
    Brain Burst
    Thank you for the reply.
  • spaztwitchspaztwitch Posts: 7
    NerveGear
    @brantlew Not sure if this is the right place for it, but can the option for customized aberration tuning be exposed in a future release? I wear glasses that are not all that strong, and I definitely get some colour fringing away from the center of my view.
  • spaztwitchspaztwitch Posts: 7
    NerveGear
    @brantlew Not sure if this is the right place for it, but can the option for customized aberration tuning be exposed in a future release? I wear glasses that are not all that strong, and I definitely get some colour fringing away from the center of my view.
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