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OVRManager.eyeTextureFormat produces inconsistent results

We've noticed that switching the eyeTextureFormat to a floating point format like R11G11B10_FP works well on some machines, but not on others. We've seen issues where the app may appear to display floating point color during one run, but then after a restart display LDR color again, and vice versa. We've even seen one machine where ONE EYE appears HDR, while the other appears LDR!!

We are currently still using OVRPlugin 1.16.0-beta on Unity 5.6.2f1, we're planning to run tests of upgrading both versions, we were just wondering if you'd heard of any issues like this in the past and knew of any confirmed fixes?

Comments

  • imperativityimperativity Posts: 3,587 Valuable Player
    Hi,

    We have no record of this behavior at this time---thanks for reporting this!

    Yes, if you can try the latest software that would be best as issues like these are ironed out over time in subsequent releases.
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