Square texture edges during frame-shift jump between stars - gamma/rift banding issue?

Having seen a lot of recent threads on the Rift colour banding issues (loss of blacks and obvious stepped transitions between dark greys/blacks), I thought I'd ask this-

During the jump between stars, there are all sorts of blobs and smudged stars/galaxies etc whizzing by.

Do any of you other Rift CV1 users see the squares surrounding the textures as they float by during the jump? Some of the brighter blobs that pass by slowly in the outer portion of the 'wormhole' appear to be clipped, almost as if the gamma is too bright and the edges of the texture are easily visible.

I think the problem is the same in the monitor window too.

Any fixes, or does it belong to the same rift banding problem?

(Incidentally, I need to take my work monitor cable home and try changing the Rift colour depth/gamma settings) At the moment my home monitor uses a DVI cable, but it too displays the same colour banding I see in the rift. But if I change/adjust the gama through the Windows calibrtation, I get all the real deep blacks the monitor is capable of, so its definitely a software driver interaction/ED issue).
 
Colour banding is a fairly difficult thing to tweak with ED cause it quite frankly suck at it.

I spent near two weeks tweaking brightness/contrast and gamma on my monitor to reduce banding and abrupt gradients but to hardly no avail, it helps sure but not a lot.

And we don't have the tools to calibrate the hmd's something we should really have on a per eye basis.

As for the full range this is a bug in nvidia. Trying various other cables etc is just trying to trick the software and drivers into setting something that might not even be your problem in the first place.

I would rather just try this for overiding the registery settings http://blog.metaclassofnil.com/?p=83
Than hoping some random hardware combination to do the same thing.

Addendum
As for witch space it's one of those things that quite honestly just look bad regardless.
And it was one of the bigger points for 2.2 to be revamped.

And even looking over some old recordings (14-20Mpbs compression) the game engine itself look like it take shortcuts in gradients.
And I am now looking at that starry background on a near calibrated plasma TV using my oppo 103d blueray player as the source device and not my PC since I wouldn't trust video output from a gaming PC any further than I could throw it.

The game engine itself compress ranges and creates colour blocks that look quite similar.

It's a hard thing to problem for us who care about bit. But I think we just might also realise we can only take it so far considering the source material.
 
Last edited:
I see the hard edges of the textures too during the jump. It does look poor, but I can live with it and there are other VR issues that worry me a LOT more (Galaxy map for example is my biggest bugbear).
 
Honestly my top issue with the rift is the branding.

Not Facebook (I have sort of repressed that) but the branding of my face.
I wear the HMD for ten minutes and I got the hard lines pressed into my face usually until next morning or 8-12 hours, and it is as loose as it can get without introducing light leaks or costing me FOV.

It's actually been to the point where I didn't play on Sunday since I was going to meet people in the evening..
I guess I just have one of those classic potato heads and I'm going to just have to tweak something.
 
Last edited:
Confirm, I'm also seeing the edges of the textures in hyperspace. I've got high hopes for the 2.2 update fixing this and generally tidying up the whole thing. Considering I spend about a quarter of my gameplay time in hyperspace and the whole thing looks like a 2-d placeholder, it's detracting from the experience just a tad.
 
Cool, thanks guys, repped all round.

Just wanted to see if I was seeing anything different.

I'm fine with VR as it is, warts and all. The lower resolution will be fixed in time, improved lenses will minimise the god rays (which I don't really find distracting after years of wearing glasses), and the overall performance will improve too.

The branding on my face wears off after 15 minutes or so - I'm near the end of the straps also but for me its more that the shape of the HMD isn't quite the right fit for my skull. It tends to rest on my cheek bones a bit hard. Still experimenting :D
 
Incidentally, does anyone else notice texture pop-in when fuel scooping from stars? I'm sure I've never noticed it outside VR, so I assume it's another by-product of the lower detail settings for VR.
 
Incidentally, does anyone else notice texture pop-in when fuel scooping from stars? I'm sure I've never noticed it outside VR, so I assume it's another by-product of the lower detail settings for VR.
Nah I remember this when running on my monitor on ultra maxed out everything.

Quite annoying...
 
Since I've been using the spud tool to disable spud, I've experienced some banding. By far, the worst experience is in hyper. It used to be nicely blended and seamless. Now there are bright pixelated blobs (defined clouds) flying past. I can almost pretend that is the way it's supposed to look (but I know better).

I showed VR to a friend yesterday. I re-enabled spud because I figured he wouldn't notice the red tint as much as the banding. Later, I tried ED with spud for the first time in a week and the red tint was overwhelmingly present and horrible - much worse than I remember it. Although I do want the banding fixed, I'll definitely trade the red tint for it until then.
 
Incidentally, does anyone else notice texture pop-in when fuel scooping from stars? I'm sure I've never noticed it outside VR, so I assume it's another by-product of the lower detail settings for VR.

I see the star 'liquid' texture popping/resetting every couple of seconds as I'm scooping. It seems the nearer to the star you are, and the faster you're moving the worse it gets. Doesn't seem to do it in normal thrust, only in FSD.
 
Back
Top Bottom