RIFT - Color, banding, and image warping issues. Any solutions? HELP!

Seriously thank you guys.

That warping of imagery was making me NUTS! CTRL-NUM1 did the trick for it.

I can deal with banding and other issues, but the warping was nauseating and made my eyes water! Sure, it doesn't look as good as it should, but I'd rather a game that is playable than a game that looks great.
 
Hello,


I'm also getting the same color banding issue. It's really game breaking for me because it completely kill any sense of presence. It was doing it a bit before but no where this intense. Now the whole "space" is just a complete color mess. It feels like my Rift is only showing 256 color and it's ugly af. I've also notice that the colors in general are all washed out, like I have to play with Gamma 0 otherwise everything is way to bright.

Here's an example of what I'm seeing, it's really bad --> http://i.imgur.com/kpjsTks.jpg

Oooh I like that (and yes, I'm seeing that too). In fact it inspired me to make these ...

BEFORE

lAQ0gLi.png
AFTER

bFz4bkT.png
All I've done there is convert the 1st image to 16 colours but that seems pretty close to what we're seeing wouldn't you say?
 
Oooh I like that (and yes, I'm seeing that too). In fact it inspired me to make these ...

BEFORE

AFTER

All I've done there is convert the 1st image to 16 colours but that seems pretty close to what we're seeing wouldn't you say?

Yea man, that's pretty much it. It's like it's missing colors information for all of the gradient effect. It's like we're back in year 1990 with 16 bit coloring.
 
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I have seen some banding especially when using the SDK to increase pixel density. Its not as noticeable with the pixel density turned off.

I hope some game will soon utilize all the new fuctionality of the release SDK. At the very least allow us to only render the image on the Rift only. So allow the system to recognize HMD and allow us to off output to other display while in HMD mode.

HMD mode full will stop all output to other devices unless alt tabbed out of game or you disable it. That way if you want it to display you can. It would be a huge boost in performance if we did not have to output to 2 devices while in game.
 
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At the very least allow us to only render the image on the Rift only

I know, isn't that the weirdest thing? I've noticed when starting Elite that I get stuck with a 1280x720 Windows that render my game on my monitor. It's small but still, it's such an unnecessary thing for my video card. Without this crap I'm sure I could get at least like 5 or 10 FPS and sometimes that makes a huge difference.
 
Yes I beleive this is the single biggest bug of the rift compared to the VIVE which apparantly does not have this issue. Please get together with us and add feedback here (the more people complain maybe oculus will stop ignoring the issue): https://forums.oculus.com/community/profile/Frontier_Support

Thank you

I've been trying to use the oculus forum for days man. I've went there before and tried login in but it won't let me. When I click on the login buttons (tried the top and bottom one) it just spins and spins forever and nothing ever happen. I wish I could post there but I just can't, lol. I suspect I'm not the only one either.
 
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Everyone seeing this problem please post to the forum link from Dogbite. This issue needs to be resolved as we all have money invested in this product and then some.
 
Yup, I see this all the time (certainly if I move away from the sensor and I even get it sometimes if I put my hand on the headset to adjust it's position). I assumed it was some kind of deliberate warning from the Oculus software to let me know the sensor was either going out of range or becoming obscured.

The faded colours are intentional - it just means your sensor has lost the Rift and can't track properly. The Rift still works and tracks quite well of course, but it only uses its own gyros and tilt sensors.
You can test by just putting your hands over the Rift in front of your face.

I'm sure at least some of the 'faded colours' complaints are actually poorly placed Rift sensors. :)

However, good job guys on the simple images for 'before' and 'after' the banding. Its a bit extreme but it shows the effect well. [up]
 
The faded colours are intentional - it just means your sensor has lost the Rift and can't track properly. The Rift still works and tracks quite well of course, but it only uses its own gyros and tilt sensors.
You can test by just putting your hands over the Rift in front of your face.

I'm sure at least some of the 'faded colours' complaints are actually poorly placed Rift sensors. :)

However, good job guys on the simple images for 'before' and 'after' the banding. Its a bit extreme but it shows the effect well. [up]

Although your statement may be true, it is hardly germane to this worsening problem. I have positioned my sensor in the same pace for months (like many I am sure in a seated game) and even when I forgot to move it in to position in front (it is over to the side about 4 feet when not in use on the tripod) it tracks fine and never caused the color issues. There may be the occasional user who would run into color dropout because they didn't follow setup recommendations. This is not that, as we are all seeing it and we didn't just decide all of a sudden to move our sensors out of position. I doubt any of us will resolve this through idle speculation. To quote Frontier support "I have a sneaking suspicion that this might be something for Oculus to fix on their end". Let's not confuse the newbies into thinking this will go away by moving their sensor.

As to the pictures, yes, excellent representation of what is going on. Too bad Oculus support won't accept them as an example of what is going on. They only want what they know we cannot supply -a picture of the actual lenses showing the issue. I know, I tried to explain this with the other color band picture posted in the forum,
 
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However, good job guys on the simple images for 'before' and 'after' the banding. Its a bit extreme but it shows the effect well. [up]

yup good job, thats pretty much how i see it depending on the gamma setting.

it appeared on runtime 1.3, i had my dk2 at the time and i just assumed it was some incompatibility between the runtime and the screens in the dk2
 
As to the pictures, yes, excellent representation of what is going on. Too bad Oculus support won't accept them as an example of what is going on. They only want what they know we can supply -a picture of the actual lenses showing the issue. I know, I tried to explain this with the other color band picture posted in the forum,

Oh well, for what it's worth I've added my "faked" images to the Oculus support thread.
 
Although your statement may be true, it is hardly germane to this worsening problem. I have positioned my sensor in the same pace for months (like many I am sure in a seated game) and even when I forgot to move it in to position in front (it is over to the side about 4 feet when not in use on the tripod) it tracks fine and never caused the color issues. There may be the occasional user who would run into color dropout because they didn't follow setup recommendations. This is not that, as we are all seeing it and we didn't just decide all of a sudden to move our sensors out of position. I doubt any of us will resolve this through idle speculation. To quote Frontier support "I have a sneaking suspicion that this might be something for Oculus to fix on their end". Let's not confuse the newbies into thinking this will go away by moving their sensor.

As to the pictures, yes, excellent representation of what is going on. Too bad Oculus support won't accept them as an example of what is going on. They only want what they know we can supply -a picture of the actual lenses showing the issue. I know, I tried to explain this with the other color band picture posted in the forum,

Sorry dogbite, I wasn't implying the horrendous colour banding was due to the Rift not tracking etc. Some complain of the colour fading etc, momentarily, a few seconds or minutes at a time - these are probably sensor occlusion, reflections etc causing lost tracking. (I know the Rift isn't as vibrant as the Vive). However; different issue, understood.

Have spent an hour trying to take a reasonable iphone shot of the banding in the Rift... very difficult. Hard to get good focus, while holding your thumb over the light sensor and gettignt ehcamera in the right spot all at the ame time.
I have a couple of shots with decent focus and exposure (focus is sharp enough to see the pentile pixels in the Rift, but the phone camera noise and jpeg compression is bad enough it dithers the banding back out again! I think its doable though. Just need to get the right shot.

I think Alec's faked shots are the best depiction we have at the moment.
 
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Hey guys, don't forget about ASW. It appears to have a huge impact on color banding and black level. I suggest that any of you try playing with it. For me the issue is almost solved, I still get some banding but it's no where near as bad as before. So, get into space, go where you can clearly see the banding coloring effect. Make sure your NUM LOCK is enabled and try pressing CTRL+ NUM 1 to 4 and watch the space/color change as you press those keys combination. You'll notice that it DOES make a big difference.

Personally I use CTRL+Numpad1 (disable ASW), use the setting VR LOW + 2.0 HMD quality with low gamma (but not the lowest, mine is like this : http://i.imgur.com/PKlUjPR.png )

Unfortunately you have to hit CTRL+numpad1 every time you start the game but that's not much of an issue, just need to remember.

For reference, it was posted here already but I'm posting it again :

CTRL+Numpad1: Disable ASW, go back to the original ATW mode
CTRL+Numpad2: Force apps to 45Hz, ASW disabled
CTRL+Numpad3: Force apps to 45Hz, ASW enabled
CTRL+Numpad4: Enable auto-ASW (default, use this first)

Hope this help someone. Again, for me when I disable ASW the banding is almost gone...
 
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RedRaven
No sweat. I wasn't questioning your good intentions. Only trying to not skew the issue. I have found the color problems coming and going (mostly coming) and although the sensor may be part of the cause, I suspect something like the runtime is behind that, but choose not to speculate as to what Oculus has done that is causing this. My efforts are only directed to getting so many of us voicing our displeasure that they can no longer remain silent (as I am sure they are seeing this) and restoring our game to where we can enjoy it's lovely vistas.

I tried, as well, to capture the problem with a 6 megapixel Kodak to supply them with my open ticket, but was unable to capture the effect. Any reasonable support system would see the quickly growing outcry as reason to investigate and the value of acknowledging they were doing so. There are going to be more choices in VR of the same capabilities as we move forward and the quality of customer support will be a major factor in this consumers next purchase. Keeping this problem front and center is paramount, otherwise in a week or so another thread asking if anyone else has this problem will appear (like so many other topics here) and we start all over again.
 
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Hope this help someone. Again, for me when I disable ASW the banding is almost gone...

This has been suggested and tried by many of us without impact. No difference. Believe me I wish it was that simple. I am not saying ASW's implementation hasn't exacerbated the situation for some, only that like so many I have turned off ASW, clean installed many drivers, played with gamma settings, etc without success. The problem was reported before ASW was even a reg hack by some, however, we have no way of knowing if it's underlying code was there before and is culpable to some degree. Only Oculus can answer that. Even if they get on the case and fix it, it is doubtful we will ever know what really caused it and don't really care as long as they resolve this. Nice try though. Glad you found some relief.
 
Hey guys, don't forget about ASW. It appears to have a huge impact on color banding and black level. I suggest that any of you try playing with it. For me the issue is almost solved, I still get some banding but it's no where near as bad as before. So, get into space, go where you can clearly see the banding coloring effect. Make sure your NUM LOCK is enabled and try pressing CTRL+ NUM 1 to 4 and watch the space/color change as you press those keys combination. You'll notice that it DOES make a big difference.

Personally I use CTRL+Numpad1 (disable ASW), use the setting VR LOW + 2.0 HMD quality with low gamma (but not the lowest, mine is like this : http://i.imgur.com/PKlUjPR.png )

Unfortunately you have to hit CTRL+numpad1 every time you start the game but that's not much of an issue, just need to remember.

For reference, it was posted here already but I'm posting it again :

CTRL+Numpad1: Disable ASW, go back to the original ATW mode
CTRL+Numpad2: Force apps to 45Hz, ASW disabled
CTRL+Numpad3: Force apps to 45Hz, ASW enabled
CTRL+Numpad4: Enable auto-ASW (default, use this first)

Hope this help someone. Again, for me when I disable ASW the banding is almost gone...

Tried this numerous times and unfortunatley it made no difference to color banding or anything else graphically to me.
 
Tried this numerous times and unfortunatley it made no difference to color banding or anything else graphically to me.

Damn, really? Are you using a Rift? Cause technically when turning on and off ASW you SHOULD see a difference. If you don't see any difference between NUM 1 to 4 then there is a problem.
 
Yes, there is a diffrence.
With ASW disabled its bad. As always.
With ASW enabled its badx2. Its... its... utterly s h i t.
 
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