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

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 - Colors appear muted/dulled. Whites and blacks appear to be okay (lights can be very bright at stations, for example), but seemingly every other color in the range appers to be muted. The orange, spinning model of your ship that you see when you first load into Open/Private/Solo is a rather pale orange instead of the more vibrant orange it should be (say if you were playing on a monitor or a Vive). The Vive has no color or brightness issues of any kind. Colors also appear to be muted in Lucky's Tale (I would not describe them as "bright" or "vibrant" by any stretch of the imagination), so maybe the colors on the Rift are just muted in general? I've read it may have been to avoid black smear and godrays? Confirmation would be good if this is just how it is.

2.) Color banding - Most apparent on the opening Frontier logo, around the fading rays of stars, around smoke on your flightdeck, and around some of the clouds in the galactic background. Instead of a smooth transition in colors or effects, you see something like this:


dQiuSJS.jpg


I have added a DP --> HDMI adapter per recommendation from this forum which helped significantly, but the problem is not solved; merely lessened. Every time I look at the galactic clouds in particular, I have to look at banding. Stars and smoke are lesser issues with the DP adapter but the background still sucks. As far as I am aware, this is the only game with banding issues...but I have not played many Rift games, but the ones I have played did not display this issue (I bought the Rift mostly for ED; other games are of little interest at present). The Vive requires no DP adapter (I use HDMI exclusively for it) and has no banding issues. No amount of gamma adjustments or Nvidia CP setting changes address this.

3.) Image warping/distortion - When panning side to side there is often some degree of warping. This is most evident on station or engineer menus which have lots of wide, straight bars. As you turn your head, the shape of these bars tend to distort slightly. If I keep looking at the same spot while my head rotates. Sometimes I sense the ship shifting ever so slightly forwards and backwards (sensitive to extra motion/motion sickness). Headset adjustments can help limit but I have not been able to eliminate this. This again stands out to me because this distortion and extra sense of slight forward/back motion do not happen on the Vive. The distortion/warping can be seen very slightly on Oculus Home (but appears to be lessened). I find that this mostly goes away when I close one eye or the other. I have triedthe camera in 4 different positions around my desk and farther back. No luck in getting rid of it. It stands in contrast to the Vive which has no warping/distortion of any kind.


If anyone has definitive solutions for any of these, I'll appreciate it. All 3 issues are pretty meaningful to me, impacting my gameplay experience in subtle but irritating ways. #3 increases discomfort/motion sickness, #1 and #2 make the game look uglier than it should look. I have to believe there are solutions out there but I don't know where to look anymore. I've been trying to solve these problems since September. [sour]

Have tried:

- Various NVCP settings
- Restarts
- DP -> HDMI converter
- Different DP ports
- Different HDMI ports
- Updated Oculus home (always)
- Every step of gamma adjustments that are available tested
- Clean driver installs up to the most recent (11/17/16)
- Moving the camera to different placements and different distances (maximum distance was maybe 6 feet).
 
Great post. I don't have any solution for those problems but agree this is game stopper and make ED pale regarding what it should be. #1 and #2 are probably linked somewhere. I think the day FD fix those colors problems we will rediscover the game. For #3 you're probably right and it's probably their but I don't experiment this probably because I play with glasses which make me always look straight and I naturally avoid to move too much my eyes on side due to my glasses as center is sharper. For color banding it look like something is wrong the way colors/textures are encoded, like if they use only few bits for reach RGB component, and not full colors spectrum, making the screen like 256 colors (with some exaggeration from me). They really need to investigate this.

ED will have a brand new look,in VR when this colors problem, hummm, not exactly "problem" : when this colors BUG will be fixed.
 
How high is your gamma correction? (that image looks like it's been turned way up). I recently turned mine down a fair bit which improved this kind of thing (and the general blackness of space) a lot.
 
*nods*

I'd like to say that I hope it's fixed sooner rather than later, but I have to assume these issues have been here since launch in March. ~8 months and no improvements here are not encouraging signs.

I thought the Vive was the only platform having VR technical issues in ED. Seems that assumption was incorrect.

How high is your gamma correction? (that image looks like it's been turned way up). I recently turned mine down a fair bit which improved this kind of thing (and the general blackness of space) a lot.

That was just a random screenshot I found to illustrate what color banding looks like for the uninitiated/under-informed. As mentioned, I've tried every gamma step available. It only makes everything darker or brighter; it does nothing to address the core banding issue. I've read enough posts here, on the Oculus forums and on Reddit to know it's a common experience. I'm just looking to know if there's a solution that I/we haven't run into yet...or if everyone is just quietly living with it.
 
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*nods*

I'd like to say that I hope it's fixed sooner rather than later, but I have to assume these issues have been here since launch in March. ~8 months and no improvements here are not encouraging signs.

I thought the Vive was the only platform having VR technical issues in ED. Seems that assumption was incorrect.



That was just a random screenshot I found to illustrate what banding looks like for the uninitiated. As mentioned, I've tried every gamma step available. It only makes everything darker or brighter; it does nothing to address the core banding issue. I've read enough posts here, on the Oculus forums and on Reddit to know it's a common experience. I'm just looking to know if there's a solution that I/we haven't run into yet.

I had this issue and it was to do the ASW. Look to see what version of Oculus software you are running 1.09 needs a reg key entry (search the forum for ASW - Asynchronous Spacewarp) You control the ASW using the CTRL + NUMPAD Keys 1-4...I use 2.
If you are running 1.10 Oculus software you don't need the reg key

Look at the post - https://forums.frontier.co.uk/showt...nyone-else-having-VR-issues?highlight=mach1ne
 
I had this issue and it was to do the ASW. Look to see what version of Oculus software you are running 1.09 needs a reg key entry (search the forum for ASW - Asynchronous Spacewarp) You control the ASW using the CTRL + NUMPAD Keys 1-4...I use 2.
If you are running 1.10 Oculus software you don't need the reg key

Look at the post - https://forums.frontier.co.uk/showt...nyone-else-having-VR-issues?highlight=mach1ne

Okay will try. Hopefully that resolves the warping issue. Then only the color and banding issue would remain. :D
 
The issues mentioned by the op is EXACTLY why I don't play ED anymore. I am waiting for a true fix becuase playing ED like that is killing my exploration desire. And of course going back to normal 2D won't happen (goes without saying)!
p.s. I tried everything suggested on forums like the display port, ASW ctrl-1,2,3,4, nvidia settings, grrahicsconfig xml file, etc...nothing really helps. Things that should be beautiful like Nebulas are pitifully plain cartoonish looking!

So close yet so far
 
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HH - for 3. - this is ASW at work - it is working as intended although you are right, some undesirable visual artifacts are generated.

Your PC is identical to mine for ED and I see the same artifacts in straight-line menu and GUI items. I notice the menu bleeding, and the wiggly HUD lines in the SRV the most.
I prefer the original mode (ATW only, Ctrl-Numpad 1) at what ever fps the card can generate, given the Oculus control of the queue-ahead timing. Oculus state that ASW isn't great for moving objects at distance (which covers a lot of ED 'scenery'.
https://developer.oculus.com/blog/asynchronous-spacewarp/

For those who try the Ctrl-Numpad 1-4 settings - make sure you have the NumLock turned on. The options don't work without NumLock.


vic - disabling ASW via the numpad settings won't improve the colour banding issues. I got some relief by turning the gamma in ED down a bit, running the monitor calibration wizard in Windows. But I agree, colour should be vibrant and well-smoothed, considering the output in the Vive appears fine.


Oculus will need to tweak the way ASW blends from frame to frame in order to reduce the artifacts, but 'predictive' frame generation and blending is HARD. This is cutting edge software working in thousandths of a second. ASW re-orients the frame according to the freshest tracking data, just like ATW, but then there are other things going on too, and ASW obviously mis-predicts what the result should look like.

I think ASW will be an evolving technology - and it may be rendered less important when eye-tracking and foveated rendering makes it to the Rift. Until then, as before ASW, brute force is king.
For lower-end GPU owners, ASW is a godsend and a door to VR, even at the cost of some glitches and artifacting.
 
What about the 'red shift' does anyone else get that? When I look at the galaxy in particular but also around the cockpit when I move my head it's like a red haze or colour smear. If anyone knows about a fix for that I would be most grateful
 
Not red, but purplish, yes.

This is caused, I believe, by the pixels in the Rift being turned completely off for blacks, and then when they are required to turn on again there is a minute delay before they reach the correct levels, resulting in a 'smear' affect. The solution would be for 'black' to just be the lowest level that the pixel can display WITHOUT actually turning off completely.
 
What about the 'red shift' does anyone else get that? When I look at the galaxy in particular but also around the cockpit when I move my head it's like a red haze or colour smear. If anyone knows about a fix for that I would be most grateful

I have this smear and all the ASW problems mentioned above. The worst thing is dropping out of supercruise and the judder not even ASW can hide it.

For me the game killer is this judder that was non existent before 2.1, I love the game and I'm forcing myself to ignore it but it total breaks immersion for me. The worst is being interdicted and getting fired at immediately and trying to get your weapons on target uuuurrrggghhh!!!!. 2 weeks and no fix pah, treating the whole elite dangerous community like beta testers. I paid good money an get a bad experience.
 
I have this smear and all the ASW problems mentioned above. The worst thing is dropping out of supercruise and the judder not even ASW can hide it.

For me the game killer is this judder that was non existent before 2.1, I love the game and I'm forcing myself to ignore it but it total breaks immersion for me. The worst is being interdicted and getting fired at immediately and trying to get your weapons on target uuuurrrggghhh!!!!. 2 weeks and no fix pah, treating the whole elite dangerous community like beta testers. I paid good money an get a bad experience.

Try turning ASW off. My GPU doesn't support it but the oculus software has it automatically set to on which causes me issues (i.e. it plays a 45FPS and I get lots of ghosting and stutter).
I now have to turn it off.

This is not FDevs fault but more of a problem with oculus.
 
As a matter of interest, if I applied the ASW registry entry manually pre-Occulus update do I need to manually remove it after installing latest version? Or can I leave it in place because the updated software keys that same registry entry anyway?

I also get these same issues, but not sure if I'm lucky and they're not too bad or simply more accepting of them. Would be nice to get some resolution but not a deal breaker for me based on a Gen-1 implementation.
 
As a matter of interest, if I applied the ASW registry entry manually pre-Occulus update do I need to manually remove it after installing latest version? Or can I leave it in place because the updated software keys that same registry entry anyway?

As far as I know you don't NEED to remove it again (I've left my hack in and ASW still does it's thing). My understanding is that it also now works without the hack (although I'm not clear whether the 1.10 Oculus update simply added that registry key for you or whether ASW now works without it). Given that the registry key is a property you set to "1" I wish we could permanently turn ASW off if we wanted to by setting that back to "0" but from the number of internet posts asking how to turn ASW off I'm assuming it's not that simple (might try it anyway next time I get a chance).
 
Try turning ASW off. My GPU doesn't support it but the oculus software has it automatically set to on which causes me issues (i.e. it plays a 45FPS and I get lots of ghosting and stutter).
I now have to turn it off.

This is not FDevs fault but more of a problem with oculus.

To me it sounds like you don't have this judder, I thought everyone had the judder dropping out of SC even non VR. Turning ASW off does not resolve the judder issue it actually smooths out the micro stutters a little.
 
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I've been pretty happy besides the banding, it needs to be fixed, it's pitiful that it's left in this fashion when it's one of the pinnacle VR games.
 
I tried to find solution to this banding problem a while ago. I was very desperate. Trying dk2 with 0.8 Oculus software made me feel only worse, because colors in 0.8 were beautiful and deep, no banding... Difference is significant. Well, then I just thought what the hell and continued playing. Yes, it bothers me, badly because I've seen how good it could look, but usually in life you just can't have it all... Life is much easier and happier if you can stand imperfections :)
 
HH - for 3. - this is ASW at work - it is working as intended although you are right, some undesirable visual artifacts are generated.

Your PC is identical to mine for ED and I see the same artifacts in straight-line menu and GUI items. I notice the menu bleeding, and the wiggly HUD lines in the SRV the most.
I prefer the original mode (ATW only, Ctrl-Numpad 1) at what ever fps the card can generate, given the Oculus control of the queue-ahead timing. Oculus state that ASW isn't great for moving objects at distance (which covers a lot of ED 'scenery'.
https://developer.oculus.com/blog/asynchronous-spacewarp/

For those who try the Ctrl-Numpad 1-4 settings - make sure you have the NumLock turned on. The options don't work without NumLock.


vic - disabling ASW via the numpad settings won't improve the colour banding issues. I got some relief by turning the gamma in ED down a bit, running the monitor calibration wizard in Windows. But I agree, colour should be vibrant and well-smoothed, considering the output in the Vive appears fine.


Oculus will need to tweak the way ASW blends from frame to frame in order to reduce the artifacts, but 'predictive' frame generation and blending is HARD. This is cutting edge software working in thousandths of a second. ASW re-orients the frame according to the freshest tracking data, just like ATW, but then there are other things going on too, and ASW obviously mis-predicts what the result should look like.

I think ASW will be an evolving technology - and it may be rendered less important when eye-tracking and foveated rendering makes it to the Rift. Until then, as before ASW, brute force is king.
For lower-end GPU owners, ASW is a godsend and a door to VR, even at the cost of some glitches and artifacting.
This seems to have mostly solved this problem for me TYVM to you and everyone that suggested it!

Now if we can only find solutions to the color and banding issues. :(
 
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Hello,
I'm trying to fix this annoying color banding issue and I can't find a solution.
The stars look like crap like they are made with only 256 colors.
I've tried DP>HDMI adapter, switching monitor with rift cable and setting full color in nvidia CP, reinstalling drivers and oculus home, etc.
I'm going to try another rift HDM but wondering if anyone have found a fix for this yet?
(Running CV1 w 980gtx)
 
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