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Single pass stereo rendering is rendering too dark

jlinkjlink Posts: 19
NerveGear
I'm integrating the Rift into our Vive project and I'm having trouble with our scenes looking too dark in the Rift. After some trial and error testing, I've found that this happens with single pass stereo rendering enabled. This is happening on Unity 5.4.2 and 5.5.0.

Obviously we would like to keep single pass stereo rendering enabled for performance reasons. Is this feature supported on the Rift? 

Comments

  • vrdavebvrdaveb Posts: 1,596 Oculus Staff
    Yes, single-pass stereo is supported on Rift. The brightness should be the same with or without it enabled. Can you click Help > Report a Bug... in the editor and then share the case number here? I haven't been able to reproduce this on my Win10 + 970 machine. Can you attach output_log.txt from a run with the issue or a project that reproduces it?
  • jlinkjlink Posts: 19
    NerveGear
    I'm working on getting a reproducible scene that isn't our entire project (10+ GB), but in the mean time I've found that the darkness is only happening when running in the editor. When running from a build, the scene looks normal in the Rift. I also was able to test this on another machine (with different hardware) and reproduce the issue.

    I'll post back a case number when I have a smaller project to submit a bug report for.
  • vrdavebvrdaveb Posts: 1,596 Oculus Staff
    The editor sometimes uses the wrong gamma space when switching build targets. Did you recently toggle linear lighting or switch between Android and Windows?
  • jlinkjlink Posts: 19
    NerveGear
    I haven't switched build targets, but I did switch on and off a few different player settings like color space, stereo rendering method, VR SDKs, etc while testing. With that said, the issue occurred before doing any of that.
  • vrdavebvrdaveb Posts: 1,596 Oculus Staff
    Interesting. It may help to reimport assets or re-bake lighting. It would also help to click Help > Report a Bug... to let Unity know about the issue.
  • jlinkjlink Posts: 19
    NerveGear
    I have both reimported assets (this happened when I updated to Unity 5.5.0) and rebaked lights. Unfortunately it didn't fix the issue.

    I went ahead and submitted a bug report without a project attached. The case number is 859881. I was unable to create a simple scene in a new project that either reproduced the issue or showed it well enough to see it (ie I'm not sure if the new scene had the problem). Hopefully though the info I provided may help someone identify what's happening.
  • chipmeistercchipmeisterc Posts: 2
    NerveGear
    Hi jlink,

    I have been suffering the same problem. The scene looks fine in the editor but very dark in the oculus. After much trial and error I discovered the issue was due to having a canvas with Screen Space overlay enabled in my scene. Turning off any non world space canvases  when in VR seems to solve the darkness issue. I hope that helps!

  • jlinkjlink Posts: 19
    NerveGear
    Hi jlink,

    I have been suffering the same problem. The scene looks fine in the editor but very dark in the oculus. After much trial and error I discovered the issue was due to having a canvas with Screen Space overlay enabled in my scene. Turning off any non world space canvases  when in VR seems to solve the darkness issue. I hope that helps!

    I replicated this on my end as well - thanks for replying. I'd prefer losing our screen space UI over single pass stereo when in editor if I have to choose. It would be good to get Oculus to respond confirming the bug on their end though.
  • chipmeistercchipmeisterc Posts: 2
    NerveGear
    I suspect it may be a Unity issue - have raised it on their forums also :)
  • sectionisectioni Posts: 7
    NerveGear
    I am also having this problem in the editor. very very dark inside the rift. I am using 5.6.0f3
  • imperativityimperativity Posts: 3,587 Valuable Player
    @sectioni

    Hi,

    Can you provide a reproduction of this for our review?
    Please tag me @imperativity in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations.

    Having an issue with our platform, services, or integrations?

    Try using our new bug tool to report this and receive emailed updates as we proceed to address it internally.
  • andreischwingelandreischwingel Posts: 2
    NerveGear
    edited April 2017
    I am having the same problem, but using Multi Pass, when switching from Gamma to Linear color space inside Unity.
    I explained and post screenshots here: https://forum.unity3d.com/threads/gearvr-in-linear-space-problem-dark-image.455141/#post-3038503

    I am using Unity 5.6.0f3.
  • imperativityimperativity Posts: 3,587 Valuable Player
    @andreischwingel

    This is a known issue with the Qualcomm driver's sRGB sampling. 

    You will need to use gamma space lighting for now.

    Please tag me @imperativity in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations.

    Having an issue with our platform, services, or integrations?

    Try using our new bug tool to report this and receive emailed updates as we proceed to address it internally.
  • andreischwingelandreischwingel Posts: 2
    NerveGear
    @andreischwingel

    This is a known issue with the Qualcomm driver's sRGB sampling. 

    You will need to use gamma space lighting for now.

    Thanks!
  • moonbearmoonbear Posts: 36
    Brain Burst
    @andreischwingel

    This is a known issue with the Qualcomm driver's sRGB sampling. 

    You will need to use gamma space lighting for now.

    Thanks, I encountered the same problem. Will switch to Gamma now. Too bad, we can't use linear because of this driver issue. I guess we'd have to wait 1-2 years until most phones got their drivers up to date?
  • scottoculusscottoculus Posts: 35
    Brain Burst
    Any update on this? I'm having odd problems on Gear VR with shader that's loading in self created Linear textures.  It only works if I set Unity project to Gamma and create the texture as gamma. Exact same code with linear space works fine on PC.
  • clclclclclcl Posts: 1
    NerveGear
    Any updates on the driver issue?
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