When implementing the instant runtime splash screen there is a problem with how the splash image is processed which causing the image to be overexposed on the Quest. The first image below is how it should look, the second is how it appears on the Quest. The problem seems to be that you can't save a PNG as an HDR image which means when the splash goes through the ASTC conversion the brightness levels, etc get messed up. It works fine for a black and white images (e.g. the oculus logo), but if you have a color image you'll get similar results.
I think it has something to do with gamma vs linear color space. As a workaround I've switched to a black and white image, but if anyone has another solution I'd like to hear it
Solved! Go to Solution.