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scene lighting looks different in vive headset

Hi,

I have run into this issue a few times that a level looks good in terms of over lighting and color grading on a monitor. But when I view the level in VR, it looks over-exposed and too warm through a Vive headset.
Is it a common practice to use a dedicated post-process volume (ppv) just for the Vive headset and enable that only when playing back in VR? i.e. there will be two ppv where one is for a regular 2D view while working on lighting (disabled when in VR) and another ppv enabled only in VR?

Thanks!

I’ve noticed that VR headsets tends to vary greatly with their gamma, brightness and saturation levels much more than displays, without options to adjust them. E.G. my HP reverb is very desaturated, while my oculus DK 2 was very saturated and high in contrast. If you want to have your look matching your screen, you might have to edit the colors for each headset. I haven’t gotten into developing for VR yet, but it is common in my experience to detect what headset the user has and adjust some things accordingly. I don’t see why tonemapping couldn’t be a part of it.

Though it could also be your monitor being underexposed and too cold, your settings are set accordingly this, and the vive being accurate (haven’t tested it myself). Gaming monitors tend to not be very color and contrast accurate.

@Graylord Cheers for the input. My monitor is calibrated to studio standard so my goal is to match the Vive headset to my monitor. Like you said, since the headset varies greatly from one to another, what would be an efficient way to match the headset to my monitor? I wouldn’t mind creating a headset-specific PPV but I am wondering if there is a good way to match the look as close as possible. Running/exiting the game and putting on/off the headset to check back and forth between the monitor and headset is cumbersome and not a good way to validate the match as it’s based on what I “remember” how it looked in my head.