Gamma issues between 3G and 3GS

I have noticed that the new 3GS has a different gamma setting to the 3G. Naturally this poses problems in development.

I have a game running great on the 3GS that comes out a little too dark on the 3G and ruins the art style a bit. I tried turning on fog, but the results aren’t as great as I hoped.

Any hints/code I can use to solve this?

Thanks

I have also noticed this. The display also seems ‘crisper’ on the 3Gs

detect if it is a pre 3gs device and act correspondingly

Please see here: http://forum.unity3d.com/viewtopic.php?t=35537&start=0&postdays=0&postorder=asc&highlight=

i think the problem is worse and just detecting the device won’t help at all. I have word from one of my beta testers that on his 3GS the gamma setting is much darker than on my 3GS - and in the thread above someone mentioned his first gen. touch is brighter than his iphone.

People often forget about the brightness settings as well as the auto-brightness …

But yeah, generally there are different types and manufacturers of displays

Set at identical brightness with auto brightness off, my 2G is brighter than my 3GS. Go figure.

This picture from macworld shows the difference of dark pictures between a good and bad display pretty good (on this picture you see a first generation iPhone and iPod touch):

Imgur

Maybe in my situation it might help to use a skybox without PVRTC compression for the night scenes - at the moment it really looks f*** up on the touch with lot’s of ugly pixelated grey areas on the sky.
Also the fade to black of the unity splash screen looks pixelated on my touch.