Hello
We’ve started developing to gearvr and immediately strange problem appeared.
If the game uses linear workflow, colors on the gearvr are really dark.
When we change the color space to gamma, colors are ok (colors on gearvr are identical as colors in editor)
Do you know what have to be done to properly run a game on GearVr in the linear space?
or maybe gearvr doesn’t support the linear color space
I really appreciate any help you can provide.
Greg
I would like to second this. Just discovered this today. I have been going crazy wondering why my lightmaps weren’t working.
Glad I’m not the only one
yes its Darker on Linear for some reason
Same observation here… Unity 5.5.1p3…
Was quite a pity to get the colors correct
Same observation here… Unity 5.6.0f1
Are the colors fine in the editor? Gamma is significantly different than Linear, and generally Linear is darker. Just want to make sure what you’re seeing isn’t standard behavior.
Some side-by-side image comparisons would be useful.
I am experiencing the same problem. I took two screenshots using C# code, one using Gamma (ScreenshotGammaC#.png) and the other using Linear (ScreenshotLinearC#.png). You can see the subtle expected difference. Both screenshots from GearVR using the default Unity scene with a Cube, version 5.6.0f3.
But when using Linear, what the screenshot shows is not what I am seeing on the GearVR. So I took two screenshots from the smartphone screen while connected to the GearVR. There you can see that the Linear scene is much darker than it should. (GammaScreen.jpg and LinearScreen.jpg)
As answered here, it is a known issue. I’ll have to use Gamma for now.
have you noticed that even in the same space there is a color transform that is happening ? like how the pic of gamma space, when compared to the screenshot of gamma space, looks more saturated and contrasted. do you know how to avoid THAT? I have been tearing my hair out because of this color transform but there is no documentation about this anywhere.
Mmm… Try to ask that on Oculus Forums, the same forum from the link on my previous answer. For me it seems like the difference you got from two different monitors.
Has anyone checked to see if this is fixed in Unity 2017.2?
I have same issue with Unity
I have same issue with 2017.2.03f and Samsung Note 8
Problem persists with 2017.3.0 …
So I did a similar experiment. Everyone is recommending using Linear for VR but when I asked an Oculus rep, he said that you need to use Gamma for mobile (GearVR). Gamma, from my tests, produces a better-predicted result.
If you take the time to look at that link to the OVR forums, they say its a known issue with the Qualcomm sRGB drivers.
Just want to update this.
Using 2017.4.5f1 and the issue still remains.
Still stuck using Gamma color space.
Using Unity 2018.1.6f1 and the problem still exists…
That’s true, even the Tech Note from Oculus mentions that Linear is the right one, but the Oculus Staff recommends to use Gamma due to an issue with Unity on Android.
Even with the newest unity (2018.2.3f1) this issue still exists.
The problem is that framebuffer outputs linear result without gamma correction to screen
Have to do manually gamma correction or color grading with post effects. This costs cpu/gpu cycles
same issue with Unity 2018.2.13f.
I’ve created a Lightweight RP for VR and Post processing doesn’t work at all ( https://github.com/Unity-Technologies/PostProcessing/issues/686 ) .
Someone tried this too?
I see in the Unity 2017.4.14 notes that the Linear Color Space issue should be fixed for the Oculus Go and Oculus Quest. When can we expect to see this fix for Unity 2018? It’s not in as of 2018.2.15, the image on my Go is still darker than on PC.



