Indeed the problem originates with gamma.
So I’ve been reading :
- GammaCorrectionFilter is deprecated in 3.2 · Issue #781 · jMonkeyEngine/jmonkeyengine · GitHub
- GammaCorrectionFilter - #6 by JhonKkk
- Gamma Correction or sRGB pipeline :: jMonkeyEngine Docs
Before 3.2.0, Gamma correction was done via a post processor filter. Not anymore, now it’s with settings.setGamma
that, if I understand correctly, is a feature some GPU have “out of the box”. But this feature doesn’t exists on mobile, and so it appears, on Oculus Quest 2.
So for now, the solution are :
- resurrect
GammaCorrectionFilter
and using it only on VR - disable gamma correction alltogether and re-work all colors and lighting
- using another post processor filter ; I’ve tinkered with
ContrastAdjustementFilter
andToneMappingFilter
, but not good results
For my case, I want both VR and non-VR to have the same render, so I’ve picked solution 1°, and it works great … for now. Maybe it will impact frame rate.