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

@RR
The slight color bump was still there last night when turning off ASW, for me, with the latest Oculus update. I,also, updated to the latest Nvidia driver ,as well ( saw no change from the previous one). It's not a very noticeable bump and could be hard to detect at certain gamma settings for some.)

No worries - my eyes are not the greatest - I'd be surprised if the effect was fixed entirely.

I couldn't see any differences between ASW On/Off in deep space (looking at the background clouds/nebula in the bubble). I was happiest about no differences when close to stars where that orange-black gradient is most pronounced. Luckily that's gone back to 20-30 steps whereas before when ASW was running it was worse, with just 5-10 steps visible.

I routinely turn ASW off, so by default I'm getting the best experience with respect to colour banding. And it gets rid of the wriggly HUD lines that ASW thinks is a 'moving object'.

I see a tiny amount of black smearing, and a very faint bluish 'mist' from the panel pixel levelling. I wonder if Oculus gave us the setting to enable the full panel range, if the smearing would get substantially worse (possibly?), or if the improvement in the blacks/dark colours would improve (or is that what the Spud tool does? I don't have it).
 
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After furthering testing in Maia (and a couple other systems), I must admit, this may be Frontier's issue to fix after all. Although there are color issues in other titles. That would still suggest the Rift software is playing a role.

Before you go into low "orbital cruise" around Maia A, as an example, the light from the Maia is crushing the color. When you get into mid/low cruise the colors come to "near gob smack perfection". This seems to hold on the dark side and the light side (sometimes)-weird) which shouldn't be. This close to the star, the color should be drowned out my the light (which is what I assume the lighting routine is trying to simulate). Also, as you approach the surface, the dark side lights up and the background colors bump as well. There is something wrong in the lighting routines and, in more than one way, it seems. If Fdevs could give us a way to have just the lighting of everything at the quality I see at the supercruise altitude mentioned, I would be ecstatic. Or at least a way to control the amount of this lighting -or turn it off till it works better.

If they could get the whole game to look like this, it would truly be a VR poster child.
 
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After furthering testing in Maia (and a couple other systems), I must admit, this may be Frontier's issue to fix after all. Although there are color issues in other titles. That would still suggest the Rift software is playing a role.

Before you go into low "orbital cruise" around Maia A, as an example, the light from the Maia is crushing the color. When you get into mid/low cruise the colors come to "near gob smack perfection". This seems to hold on the dark side and the light side (sometimes)-weird) which shouldn't be. This close to the star, the color should be drowned out my the light (which is what I assume the lighting routine is trying to simulate). Also, as you approach the surface, the dark side lights up and the background colors bump as well. There is something wrong in the lighting routines and, in more than one way, it seems. If Fdevs could give us a way to have just the lighting of everything at the quality I see at the supercruise altitude mentioned, I would be ecstatic. Or at least a way to control the amount of this lighting -or turn it off till it works better.

If they could get the whole game to look like this, it would truly be a VR poster child.

This lighting progression should hold true for most planetary descents - but the lighting is different in many cases - some have distant stars etc, dimmer. Brown dwarfs throw a reddish tint over their nearby space too. Descending to planet surfaces in the dark side, ED does raise the lighting as you get closer to the surface. Its abit jarring.

I see distinct lighting zones - must just be worked off radii from the star/light source - as you move away from the star, the cockpit ambient lighting drops in 3-4 distinct steps (this could be more elegant, fading from one to the other... maybe it is a setting I have reduced?)

The original colour banding is not specific to FD or any app - its present in Lucky's Tale (particularly in browns etc), although the solid cartoony colouring tends to reduce the effect.
But the relative complexity of the lighting and shading going on in ED, coupled with the fact its a dark, dark game in general, make the banding more easily visible.

Lighting is one of the hardest aspects of rendering to get right - there are a lot of dirty tricks that get 90% of the work done for very little GPU cost - then the next 10% is an absolute pain from a performance perspective.
And because we use lighting cues for depth perception, shape, texture etc, we see problems with lighting quite easily.
 
RR
My current theory is that something in the Oculus software is mishandling certain color changes (Vive not affected). Once I realized that star proximity was affecting color drop which I assume is meant to represent the effect of how our vision is altered by it's brilliance, I was able to travel to the best locale ( the aforementioned Maia location)_ and tweak my setting under prime conditions I was able to mitigate a lot. If we could be given a consistent lighting of the galaxy as represented at the aforementioned "supercruise local" with no change in how star light affects the galaxy and nebulas this would be ideal (if not unrealistic). The lighting around a planet close enough to a star that it would reduce light behaves poorly. You can be on the back side of the planet and colors are bright and move a little higher (out of orbital cruise) but still have the star totally eclipsed and the color fades. (This looks at bit wonky and is probably related to the attempt to light up the landing . I would rather be able to turn the fade effect off than look at the poor alternative unless they can fix it.

rdizz
I too thought the DP adapter was improving my color. This is before I realized NVidia's drivers at the time were resetting my color to limited on new install. They no longer appear to. Since then with full dynamic range set, I detect no difference in how DP and HDMI show color.
 
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RR

rdizz
I too thought the DP adapter was improving my color. This is before I realized NVidia's drivers at the time were resetting my color to limited on new install. They no longer appear to. Since then with full dynamic range set, I detect no difference in how DP and HDMI show color.


Same here the display port adapter did didley squat for me too!
 
I didn't try the HDI adapter etc because there were conflicting reports on its effectiveness.
Seems to work for some though, but as HH says, its not totally effective and the Rift should be displaying essentially the same colour gamut as the Vive shows.

Rift users have been complaining about it for months, with only a few instances of any return communication from Oculus.
ie - https://www.reddit.com/r/oculus/comments/4reisr/harsh_color_banding_picture_through_lens_inside/ (from 5 months ago) - this one using screenshots from Edge of Nowhere.
 
I have my Rift connected via the DisplayPort to HDMI adapter but did not notice any differences. Maybee I am not affected by Color banding and warping effects. But I have nothing to compare it to.

But today I thinks I managed to improve quality, getting much richer colours.

My 2D Monitor is connected via DVI. Today I connected it via DisplayPort (where the Rift is normally plugged in via the adapter) and went into display settings. I found the color settings not being set to full range. After changing it to full range and than connecting the Rift again to this port everything in ED especially inside Stations looks better.
 
DVI>HDMI. DP>HDMI, HDMI, - made no difference to me. I have a feeling it's related to gamma settings in rift. I recently bought a new 1440p monitor (Dell S2417DG) and first was disappointing by how gradients looked. It was pretty much the same color banding as I had with rift. Now, after adjusting display settings, loading ICC profile and changing gamma setting in nvidia CP the game looks very nice and there are no noticeable color banding.
I think Vive uses a more calibrated color scheme, hence the color banding is not as pronounced on vive as on rift. If oculus would provide more color controls this issue might go away.
 
I wonder if the banding could be an Nvidia issue or at least exacerbated with Nvidia cards? I just got a Rift today, and the only banding I see surrounds stars when I'm close to them. I don't see banding in the skyboax, though. However, I have an AMD RX 480, which is way underpowered for high-end supersampling or HMD quality settings. But there's not much banding.
 
I wonder if the banding could be an Nvidia issue or at least exacerbated with Nvidia cards? I just got a Rift today, and the only banding I see surrounds stars when I'm close to them. I don't see banding in the skyboax, though. However, I have an AMD RX 480, which is way underpowered for high-end supersampling or HMD quality settings. But there's not much banding.

Yes, being close to the star is the classic banding situation. The Python cockpit shows the banding quite badly on the left hand side when in dark areas away from the star too.

Its certainly possible different cards and different drivers might show colours differently.

Possibly the way the cards hold colour data (compression?) in the frame buffer before display? Sadly, I'm not an expert on colour spaces and the differences between AMD and nVidia etc.
 
Yes, being close to the star is the classic banding situation. The Python cockpit shows the banding quite badly on the left hand side when in dark areas away from the star too.

Its certainly possible different cards and different drivers might show colours differently.

Possibly the way the cards hold colour data (compression?) in the frame buffer before display? Sadly, I'm not an expert on colour spaces and the differences between AMD and nVidia etc.

In the Python, do you mean the section of the dash directly to the left of left-most HUD section?
 
Not sure what happened but installed the new drivers last night and decided to reinstall Oculus home also and I have to say I am seeing quite an improvement tonight. Black is black and the banding is minimal at best. Hope it sticks don't touch anything right.
 
Not sure what happened but installed the new drivers last night and decided to reinstall Oculus home also and I have to say I am seeing quite an improvement tonight. Black is black and the banding is minimal at best. Hope it sticks don't touch anything right.

don't work for me... :(
 
Greetings.

For the last couple of months I've been trying to get a fix on some Rift issues that have become apparent after spending time with the Rift and the Vive, but I haven't seen very clear thoughts or direct answers for the big issues that are affecting my Rift experience in ED. Namely:
1.) Color presentation
Plug an HDMI monitor into the same slot as you normally plug your rift, then up the "Colour Vibrance" in the Nvidia Control Panel > Adjust Desktop Colour Settings. Plug the rift back in and it should be a bit more vibrant. Otherwise not sure what you are describing or how else to help.
2.) Color banding
Dithering is coming when 2.2.3 goes live and it will fix most of this
3.) Image warping/distortion
Your rift is too high or low on your head. Adjust it to the right place and the warping goes away.
 
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