Rift CV1 - Gamma / brightness / flickering - What is causing this?? Video provided.

Hello,

I have had none of these issues running the game in non-VR mode on my monitor. When I run it in Steam VR mode with my Oculus Rift I get these weird things going on. Please see the videos I have screen recorded.

[video=youtube_share;EhUq34-ft14]https://youtu.be/EhUq34-ft14[/video]


Artifacts on main screen (this doesn't happen in game so not a big deal), but the gamma shift (brightness/gray level changes) affects the whole screen in the Rift and the windowed game on the monitor. See below for in-game video.


[video=youtube_share;5zaSIODyDIQ]https://youtu.be/5zaSIODyDIQ[/video]


I have tried changing every setting I can think of in Nvidia control panel and nothing has any affect on the issue.

I am running off a GTX 980 Ti if that matters.

Please help, this destroys immersion and it happens every few seconds :(
 
Thanks that explains the artifacts in the first video and why I don't see that particular effect in game. The bigger issue though is that gamma / brightness shift seen in the second video. That is happening every few seconds regardless of where I am or what I am doing in the game. The entire (including the cockpit) screen gets a gray tint, as if you bumped the gamma to max, for a few seconds and then goes back to normal. It happens even if I just sit in the ship and stare at the floor.
 
I tried again and didn't move the headset at all, still happens :(. This effect is something I've only seen in Elite as well.

This is really perplexing.
 
Looks like the god rays off one of the asteroids below you, where the sun is.

Test it out by getting the sun just on the edge of an asteroid, so the sun is sometimes blocked out, and sometimes visible.

Does that replicate the effect?
 
Hi

Got the same behavior.

Nothing to do with god rays or the like - its like the whole screen is flashing briefly.

Checked it also with different graphics settings but the issue stays - not super annoying but still not nice.
 
I also get the odd flash of bright light across the entire screen while turning my head. I thought it was a light source such as a distant sun peeping from behind a stations solar array as it spins. Sadly not, it appears to be a glitch and I'm noticing it more and more.

Has anyone else noticed these:

A small black diamond following you on occasion, particularly noticeable when near a station. Sometimes it floats across the front windows, other times I only notice it from the side windows.
Large sections of texture not being displayed on the very outer edges of the screen when you turn your head (very distracting imo)
 
Hi

Got the same behavior.

Nothing to do with god rays or the like - its like the whole screen is flashing briefly.

Checked it also with different graphics settings but the issue stays - not super annoying but still not nice.


This is what I did and the problem fixed itself somehow... but it makes absolutely no sense.


Open steam VR and change the background from the white grid to something else.

If that doesn't work, uninstall nvidia geforce experience and re-install it doing a complete re-install of video drivers.

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I also get the odd flash of bright light across the entire screen while turning my head. I thought it was a light source such as a distant sun peeping from behind a stations solar array as it spins. Sadly not, it appears to be a glitch and I'm noticing it more and more.

Has anyone else noticed these:

A small black diamond following you on occasion, particularly noticeable when near a station. Sometimes it floats across the front windows, other times I only notice it from the side windows.
Large sections of texture not being displayed on the very outer edges of the screen when you turn your head (very distracting imo)


Try changing steam vr background from the default white grid, then also try uninstalling graphics drivers completely and re-installing them. This worked for me.
 
Regarding the OP and their last comment above, what SteamVR is set up to do should be irrelevant. I thought I'd post because this is surely wrong and confusing for those not in the know.

I appreciate that SteamVR is able to support the Rift by sending data through the Rift's runtime (hence how DK2 users could play ED until FD updated Rift support to 1.3 runtime), but that method is slower than ED directly supporting the runtime, which it can do natively.

For those people with just a Rift, they should use the native runtime method in ED because it's quicker! And therefore setting the SteamVR background is irrelevant to ED because it shouldn't be using it.

For those with a Vive, SteamVR and it's setup is mandatory I'd agree.

For those with both headsets D: you'd use the Rift for seated and choose native support.

So the the OP, surely that's compounding any issues by relying on two slower seperate processes to render to the HMD?

And also regarding the OP and mentioned nVidia display settings- they don't change the output to the HMD in the slightest because the default Direct Mode that is fixed in the Oculus (and Vive runtime as a default) runtime bypasses anything you set in the graphics card options.
 
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Your tracking camera is losing tracking. Try changing the USB port it is plugged into.

The Rift Tracking camera is a passive system, meaning that other IR sources in the room can mess with it. including reflections off the walls from a source in front of you. Make sure there is nothing else in its FOV that can be confusing it and causing the tracking loss.
 
Regarding the OP and their last comment above, what SteamVR is set up to do should be irrelevant. I thought I'd post because this is surely wrong and confusing for those not in the know.

I appreciate that SteamVR is able to support the Rift by sending data through the Rift's runtime (hence how DK2 users could play ED until FD updated Rift support to 1.3 runtime), but that method is slower than ED directly supporting the runtime, which it can do natively.

For those people with just a Rift, they should use the native runtime method in ED because it's quicker! And therefore setting the SteamVR background is irrelevant to ED because it shouldn't be using it.

For those with a Vive, SteamVR and it's setup is mandatory I'd agree.

For those with both headsets D: you'd use the Rift for seated and choose native support.

So the the OP, surely that's compounding any issues by relying on two slower seperate processes to render to the HMD?

And also regarding the OP and mentioned nVidia display settings- they don't change the output to the HMD in the slightest because the default Direct Mode that is fixed in the Oculus (and Vive runtime as a default) runtime bypasses anything you set in the graphics card options.

I really don't follow what you're saying. I have the Steam version of ED -- I didn't buy it through Oculus Home. So, If I'm going to play the Steam version in VR mode Steam VR will activate automatically. Like I said, it didn't make sense changing the background, but it worked. I only realized that fixed it because I decided to screw around in Steam VR for a few minutes and see what you can do in it. After setting a new background the issue went away. Maybe it was coincidence, I really don't know. Since then I've also updated to Windows 10 and completely re-installed Nvidia GeForce Experience... every issue I have had with my Rift (tracking in other games, red tint in game not related to the screen itself, etc) was resolved by doing the above.

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Your tracking camera is losing tracking. Try changing the USB port it is plugged into.

The Rift Tracking camera is a passive system, meaning that other IR sources in the room can mess with it. including reflections off the walls from a source in front of you. Make sure there is nothing else in its FOV that can be confusing it and causing the tracking loss.

I went through extensive tests with Oculus support and there was absolutely nothing interfering with the camera. I HAVE noticed that when the tracking is lost, that gamma effect does occur, so you're right. What was causing it is unknown to me though. I haven't had any issues (unless I drastically move out of camera sight) since I fixed the problem. Maybe it was a driver conflict, I don't know. All I know is it works now :)

I will say that Oculus support was perplexed by the issue and sent me a new sensor because they wanted to see what was wrong with mine. I fixed the issue long before they actually sent me a new sensor though. I didn't notice any difference between the 'fixed' old sensor and the new one.
 
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I'm getting this too now on a system with a DK2 not running Steam VR. It wasn't happening a few weeks ago. Main system with CV1 going fine. What gives?
 
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I have a DK2 running without SteamVR, I experiment White flash if I turn my head fast (not always, and it's very quick), black diamond appear sometime in front or left windows (once a week), lose tracking sometime (3 to 4 times in an hour), screen turn gray out then recover but I must then recalibrate. That problems only viewed in Elite Dangerous.
 
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I assumed it was the Rift losing brief connection with the sensor. It greys out breifly because it thinks you've steped out of range, I think its an issue with the software on the rift I get very brief but annoying hardware disconnect on my sensor, its not the USB port as I've changed ports to test it.
 
That looks pretty much exactly like tracking loss.
I have this for longer, but only when the cat decides to sit in front of the camera ;)
First thing to check is both the rift and camera connected to usb 3?

Since it is so intermittent I would say its either the camera not getting it's needed bandwidth or a faulty camera.

If possible I would try the whole rift with another PC, or get one of the recommended inateck usb 3 cards. Just switching from one port on the motherboard to another , won't do anything unless you can also switch usb 3 controllers on the board as well.

Also is this an ED only thing.
Have fired up say lucky's tail and not had these grey outs ?
 
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