I’ve noticed that the color of the texture on the spectator cam for VR is darker than what is shown in the HMD. I’ve recorded a video of it here:
Link to the repro project: Dropbox - File Deleted - Simplify your life
I’ve noticed that the color of the texture on the spectator cam for VR is darker than what is shown in the HMD. I’ve recorded a video of it here:
Link to the repro project: Dropbox - File Deleted - Simplify your life
Hi Rudy,
The problem with Final color (LDR) is that it seem to loose a lot of color information (quality). If you compare the output from LDR and HDR, you’ll see that LDR is much more grainy/you can see the color transitions clearly. For other things than spectator cam, this works ok (a texture on a mesh ie.), so i hope you can help explain why this is intended only to work with LDR?
You will need to keep in mind that the VR template was altered to be more performant for VR so the settings are going to be different from other templates. That being said you will need to make changes to the to the scene capture in order to have them match up. The above suggestion was a quick way to get a similar result and was meant as a quick workaround that may be viable depending on your needs. I have provided a link to the VR best practices documentation. You will be able to see some of the concepts and changes that were used. I hope that this information helps.
Link: XR Best Practices in Unreal Engine | Unreal Engine 5.1 Documentation
Hi rudy, this don’t really answer my question. What do i have to change in order to get the correct colors in HDR to show on the spectator cam? Since it is clearly recording to a HDR target, howcome the colors are much darker? And which settings do i have to set to make it similar to what the LDR get me color-tone-wise. If you know, please provide an example project that show what you would do.
Hello Jonas_Molgaard,
This appears to be working as intended. The scene capture camera’s settings are different from that of the player camera. In order to get a more similar look you could try using the capture Source setting “Final Color (LDR) in RGB”. I hope that this information helps.
Make it a great day
Hello Jonas_Molgaard,
After doing a bit more digging I was able to find a similar issue (UE-46352) that I believe shares the same root cause as the issue that you are seeing. The issue contains sensitive information and so it will as of now (01/25/2018) not be moved to the public tracker.
Make it a great day