Is there a solution to the Oculus Go scene brightness / washout when building from Unreal? I’ve tried removing all lights and just having a simple point light to remove any complicated lighting issues, and the build on the Oculus Go is always blown out compared to what is on any other device. I’ve tried different post volume values for exposure, gamma, etc.
Are you building it as ES2.0 or ES3.1? On one of my projects the lighting was much better on 3.1.
Thanks for your reply, we’ve checked and it does already seem to be set up and building for 3.1 I’ve attached some screengrabs to show the difference.
Ok solved with the filmic tonemapper for mobile.