Hello,
I am experiencing a significant brightness and contrast difference between the streamed image and the reference image. When viewing the same scene via Meta Quest Link or on the PC monitor, the image looks correct. However, when streaming through CloudXR.js (Runtime 6.2.0) to a Meta Quest 3 headset, the image appears noticeably darker and has reduced contrast.
Setup:
- Unity URP (Forward Renderer, Linear color space, HDR off)
- CloudXR.js Runtime 6.2.0
- Meta Quest 3
- OpenXR Color Format: 8 bits per channel (LDR, default)
- No custom Renderer Features
- Post-processing enabled on renderer with PostProcessData assigned
Things I have already tried without success:
- Switching Color Space to Gamma
- Disabling HDR on both URP Asset and Camera
- Setting Intermediate Texture to Always
- Adding a Global Volume with Tonemapping (ACES and Neutral) and Color Adjustments
- Assigning a Volume Profile to the URP Asset
- Enabling Fast sRGB/Linear Conversions
- Changing Color Submission Mode (no explicit sRGB option available in the Color Formats dropdown)
The monitor output and Meta Quest Link both look correct, so the rendering pipeline itself appears fine. The issue seems to be in how the final frame is submitted to the OpenXR runtime and subsequently captured by CloudXR. Any guidance on the correct color format or submission mode for CloudXR Runtime 6.2.0 would be appreciated.