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SDK 1.8 Tone Improvements

RossOculus
Honored Guest

With the release of OVR SDK v1.8, changes were made to our OVR compositor shaders to better represent the darkest color levels provided by the VR app’s eye textures on the Rift display. Overall, this should greatly improve the appearance of dark scenes displayed on the Rift providing deeper and more accurate dark levels than before.

 

For the majority of content, this should be a transparent change, however developers relying on presenting their art content using these dark levels may wish to check that this change does not adversely affect their intended look for a scene. If the developer feels that the dark levels are deeper than they had anticipated, we recommend the color levels going into the eye targets are clamped on the dark end or tone mapped with a slightly higher tone to avoid utilizing those levels.

 

All in all, we believe that customers and developers alike will appreciate these improvements, however we acknowledge that this may inconvenience artists of shipped content that relied on extremely dark levels in the Rift. If you have any questions or concerns regarding how these changes might affect the appearance of your product, please feel free to reach out.

1 REPLY 1

lamour42
Expert Protege
Sounds very good. Thank you.
Does this also mean I can finally eliminate the DX12 engine code to not draw completely black pixels? I have introduced this as response to the dreaded smearing effect back in DK2 days for black (0, 0, 0) pixels.