for a project at university I built an Unity-App, which should just generate a constant flicker.
When I run the App on my Desktop with an amplitude-modulated Display-Backlight the evaluated results match the flicker.
But if I run the App on the Oculus Go with a pulse-width modulated Display-Backlight the evaluated results doesn't match. There are no visible differences in the flicker, but the human brain seems to interpret it different (and thats what matters for me).
So is there a possibility to raise the Brightness of the Oculus Go's display higher than intended, to let the single peaks in brightness grow together? The maximum possible brightness in the Oculus settings gives me only a duty cycle of up to 9%, so I would need to raise the brightness a lot and have to dim the lenses afterwards for not blinding users but in my case it's worth the expenditure.
Thanks for your help!