Oculus CV1 observations

A couple of quick observations regarding ED on my new Oculus Rift.

Turning off all supersampling and setting the screen size in the options to 1920x1200 seems to give the best image quality.
Turning the gamma setting all the way UP also seems to improve the 'black' issues and reduces the 'glare' issues.

Now, with regards to the gamma, I know at first it may look overly bright if you have had it set lower but if you look around, the colour in the cockpit seems much more even and balanced. Out in deep space, black still looks black, shadows look like shadows and light areas are (you guessed it) still light. The initial 'washed out' impression soon disappears if you fly around a few different locations. and so I wondered if maybe I've been playing with things a little too dark anyway.

With regards to the screen res at 1920x1200, once set in game the refresh rate available to me is only 60hz. I'm guessing this isn't relevant and the Rift uses a higher one automagically? I have no issues with latency or nausea/feeling unwell and it all runs the same as if it's set higher.

Any thoughts...
 
not sure about gamma and stuff, but I think the resolution and refresh rate is just for the mirrored screen on the monitor
 
Well... I don't know then but my view 'in Rift' definitely looks clearer if I set it as above.

I believe the 'glare' issues show up most in the extreme contrast between dark and light so if you 'up the gamma' you are effectively lowering the contrast and in that effect you are reducing the glare. I guess your eyes compensate for the lack of pure black and you get used to it.

Some game devs have overcome glare by providing text in a colour (instead of white on black) or reducing the contrast in game for VR.

Glad to hear you've found a work around (-:
 
The thing is black still looks pure black, there is no lightening of the deep blacks. This is why I commented about possibly it being 'too dark' previously the way I was playing?
 
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