Banding

I did try two different adapters before finding one that worked. First one - no picture at all. Second one - weird picture with interference. Third one - exactly like HDMi - no difference in picture quality.

I tried the adapter cable on another computer and it worked fine, so definite problem with my gtx970 display port.
 
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Finally had some time.... Haven't noticed much of a difference with Dport cable, honestly I am noticing this banding on pretty much every monitor me and a friend tried Elite with, we should really escalate it as I think dithering is not being done "corrrectly"
 
Finally had some time.... Haven't noticed much of a difference with Dport cable, honestly I am noticing this banding on pretty much every monitor me and a friend tried Elite with, we should really escalate it as I think dithering is not being done "corrrectly"

Agree - even at relatively low resolution, dithering will work well to eliminate the banding. It may look like the image is hissing with noise though.

I had the best improvement simply through re-calibrating my monitor and adjusting the gama a bit... mine was set too high and the banding was very visible (mainly around stars etc after jumping to a new system.
 
So how can we get some attention from Devs ? Doubt that opening support tickets singoularly will take us very far...

True in regards the calibration business, it helps immensely on terrible/factory calibrated panels
 
Dithering improvements to reduce banding could be done by Frontier but any improvements to black levels and spud correction must come from Oculus. Frontier can't change how the Rift produces it's picture and it's Oculus who compresses the image (to compensate for OLED problems) from 0-255 to something looking like a HDMI limited range image on a full RGB display (Not fully that bad, but..). Elite is a game with a lot of blacks, so we see it. Other games look better in the Rift, but those are usually brighter. There are complaints (from those that care) about most dark titles on the Oculus platform, if you start looking for them.
 
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Dithering improvements to reduce banding could be done by Frontier but any improvements to black levels and spud correction must come from Oculus. Frontier can't change how the Rift produces it's picture and it's Oculus who compresses the image (to compensate for OLED problems) from 0-255 to something looking like a HDMI limited range image on a full RGB display (Not fully that bad, but..). Elite is a game with a lot of blacks, so we see it. Other games look better in the Rift, but those are usually brighter. There are complaints (from those that care) about most dark titles on the Oculus platform, if you start looking for them.

As I understand it, the reason for the compressed range is to keep the OLED pixels at a low charge; never turning them completely off improves pixel performance over having to wait for the pixels (presumably this causes a ghosting or other undesirable effect).

Future VR panels may be better specced to handle the 90fps refresh and the full 0-255 gamut (heh, as 'full' as that gamut is anyway, not. :D ).

Incidentally, does the Vive suffer from the same banding/compressed range? The Vive has to display the same output image from the Cobra engine - FD has stated that both HMD's use the same identical output.
The Vive also uses the same OLED planels as in the Rift.
 
Earlier this week I suddenly was seeing banding and bad blacks. I use dk2 and I was very convinced, that this issue was fixed at some point and now came back when I updated nvidia drivers and Oculus software. I mean, I can clearly remember how sweet the black end was just a week ago!

Very hard to believe this would just be our eyes playing tricks on us or something...

Edit. Just to make clear, smearing has been always present after 1.3 with dk2.
 
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Well, troubleshooting VR (especially the actual persons eye-view) is incredibly difficult because people are all different. However, can you get a through-lens photo of something in a training mission or orange ship loading screen that looks off?
 
Well, troubleshooting VR (especially the actual persons eye-view) is incredibly difficult because people are all different. However, can you get a through-lens photo of something in a training mission or orange ship loading screen that looks off?
Thanks for trying to help, I appreciate it. I have some pics here, daum how hard it is to take a picture through the lense... In these images are just regular skybox, near a star so "light pollution" makes skybox dimmer. That's when the color banding is most clearly visible. Clearly these pics are over exposed, it does not look THIS bad in reality, but banding is clearly visible, clear borders between shades. There seems to be four different shades in the first pic if you don't count white color! In second picture you can get some idea how it looks from the cockpit, but like said, in reality it is much more subtle.

nFLNcwP.jpg

hWmhizM.jpg
 
Hmmm - I'm not sure I've seen that before. At least the blacks are black, but that orange looks really off - which could be due to the camera.

Let me get a couple of through-lens pics up to compare. It might help us to choose a standard test scenario so we both have the same location, ship, etc for easier comparison.

IMG_0523.jpg


Plugged in normally

IMG_0524.jpg


With sync cable disconnected

And yeah - it's really awkward to try and take pics through the lens :)
 
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Thanks for trying to help, I appreciate it. I have some pics here, daum how hard it is to take a picture through the lense... In these images are just regular skybox, near a star so "light pollution" makes skybox dimmer. That's when the color banding is most clearly visible. Clearly these pics are over exposed, it does not look THIS bad in reality, but banding is clearly visible, clear borders between shades. There seems to be four different shades in the first pic if you don't count white color! In second picture you can get some idea how it looks from the cockpit, but like said, in reality it is much more subtle.
What do you have your gamma set at? I'm guessing it's at 0.

I always played with gamma at 0 on my monitor. On the Rift though, I need to use a few clicks of gamma or it looks like crap. it's brighter with the gamma set higher, but overall it looks a lot better. Btw, the banding I saw when spud was disabled was very obvious. The banding I see now is very subtle, and it makes me wonder if I had it all along and just wasn't paying enough attention. Easy enough to check that I guess. :rolleyes:
 
Hmmm - I'm not sure I've seen that before. At least the blacks are black, but that orange looks really off - which could be due to the camera.

Let me get a couple of through-lens pics up to compare. It might help us to choose a standard test scenario so we both have the same location, ship, etc for easier comparison.

https://s12.postimg.org/in3oqyn9p/IMG_0523.jpg

Plugged in normally

https://s11.postimg.org/3wrabp7gj/IMG_0524.jpg

With sync cable disconnected

And yeah - it's really awkward to try and take pics through the lens :)
Your pics look beautiful and I understand what you are looking for with the sync cable disconnected problem. But this is not it. If I cover/disconnect the camera while using the rift, I see how it changes the image.

OK, when I open the mission panel, you see that black bar with circling loading animation and "Stand By"-text in the center. Black bar has gradients to transparent in both ends. Before, it was smooth gradient, now I can clearly see "steps" and I can count that there are just four or five shades, when there used to bee seamless gradient and it was impossible to tell how many different shades were in that gradient. Space looks the same, pics I have above may be over exposed, but they don't lie about those gradients, it looks bad when that "dust cloud" all around you is using only three or four shades. Space looks like it's from 8-bit game, it really does. Now, after trying almost everything, I'm almost certain they changed something in the 1.8 Oculus update (they actually promised some color corrections for cv1 in 1.8), and those corrections made dk2 image to look like this, while it maybe improved cv1 image quality.


What do you have your gamma set at? I'm guessing it's at 0.

I always played with gamma at 0 on my monitor. On the Rift though, I need to use a few clicks of gamma or it looks like crap. it's brighter with the gamma set higher, but overall it looks a lot better. Btw, the banding I saw when spud was disabled was very obvious. The banding I see now is very subtle, and it makes me wonder if I had it all along and just wasn't paying enough attention. Easy enough to check that I guess. :rolleyes:
Gamma is one klick above center, so no where near 0. If I set it to 0, it looks even more bad. By the way, how I enable Spud? It is not very clear to me what that even is... If I understood correctly, it removes red tint in cv1?
 
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Just to check - what NVidia card are you running and what driver version?

Also - are you running any remote access software like Teamviewer or using virtualisation like Hyper-V?
 
Running GTX 960 with 372.70 drivers. I had 372.90, but this started the next day I installed them, so I uninstalled them (oculus software), cleaned registry with ccleaner and rolled back to 372.70.

Not running any of those other software.
 
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Using the HDMI interface? Maybe try a DVI adapter?

The only 960 machine I have is my Razer laptop - and HDMI out on that is seriously borked. Still - I'll give it a test.
 
Yup, I have tried DVI adapter and Displayport adapter, tried other hdmi screen and changed dynamic range settings in all those ports to full with that and then attached rift back to that port, tried all possible display/port combinations, even just dk2 attached, no vail... Again, thanks for your patience and suggestions!
 
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