VR HMD in Unity/SteamVR

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  • #143459

    SilkeL
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    Hi everyone,

    I’d like to use DisplayCal to calibrate a VR HMD driven by SteamVR and the Unity game engine. I can create an ICC profile for the HMD but if I display a VR scene via SteamVR, the VR HMD is not recognized as a monitor. Therefore, I cannot use the ICC profile in the OS or the DisplayCal loader. Also, there is no method to include an ICC profile in Unity’s High Definition Rendering Pipeline (HDRP).

    I exported an 3DLUT from DisplayCal and tried to use it in Unity. I have the problem, that the correction LUT in Unity is applied in a post processing step in which all image data is linear (not sRGB gamma-encoded). So the LUT should apply the color correction from linear to linear data, the gamma is applied later on. Does anyone know if there is an option for that in DisplayCal?

    Alternatively, I was thinking about using ReShade to apply the ICC profile in Unity or at least a buildable executable of the Unity scene. Has anyone experience with ReShade and VR?

    Best regards,
    Silke Leontopoulos

    #143460

    Ben
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    I can not imagine content creators thinking about a VR headset.  It is very close to the eye and no glare from surrounding light.   I wonder how good is local dimming on a qled 3.5 inch screen.  https://www.amazon.com/Crystal-Light-VR-Headset-Controller/dp/B0D49YV587/ref=zg_bs_g_14670126011_d_sccl_30/147-0517063-6166224?th=1  .      I do not think you will get accurate calibration not matter.   There is no hardware controls to adjust color and white balance.    Your Black level should be way low to see contrast that close.     Getting a profile to a usb device is a challenge.

    I think the vr community would give better help.   I do not know.

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