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Rendering with Gamma colorspace much darker on Quest when using Oculus Integration

Level 2

On the latest Unity LTS (2021.3.4), with a project using Gamma colorspace as set in playersettings, if you import the Oculus Integration (I used libOVR, not OpenXR, due to the need for hand tracking), drop a OVRCameraRig in the scene and make a build for the Quest 2, everything renders with a higher color saturation and contrast than it should.


This issue did not occur on Unity 2019 LTS.

This issue does not occur with Linear color space.

This issue is also resolved if I completely remove the Oculus Integration files from the project and make a Quest 2 build without it (still using XR Management + Oculus XR Plugin package of course).


Level 3

Hi JoeriCG,

Any luck figuring out what's going on here? A question for you- are you using the OpenGL renderer or Vulkan for these builds?

Level 2

This was using the Vulkan renderer. I haven't look at it much further since the bug simply prevented us from committing to the Unity upgrade from 2019 to 2021. But everything points to it being an issue with Unity 2021 + Gamma Color Space + latest Oculus Integration.

Hm good to know. Thanks for the information. We're got team members working on the update to Unity 2021 because we were hoping Vulkan would fix our gamma color space issues. (only linear is supported in opengl and openXR, and Vulkan doesn't work in 2020). 


I imagine when you're using Unity 2019 LTS, it's with the OpenGLES renderer instead of Vulkan, so maybe that's part of the puzzle. 

Level 2

Our project was already on Vulkan on Unity 2019, it doesn't display the issue there. As stated it's specifically the combination of Unity 2021 + Gamma Color Space + latest Oculus Integration that caused it, change any one of these elements (previous Unity version, linear color space, or remove Oculus Integration plugin and only lean on Unity XR management) and the bug disappears.