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Help and Support Forums => All things VR => Topic started by: MADe on April 12, 2017, 12:38:09 AM

Title: rifts non clarity
Post by: MADe on April 12, 2017, 12:38:09 AM
I have fiddled with all options now,
nividia profiles
oculus tray tool

I even dropped back to 1024 text from 4096.

No matter what, its like looking thru a screen door to the outside. I can see the pixel pattern.

So is this what the hype has been about? The 3D presence is incredible but the display is terrible. Seriously disappointed!
Title: Re: rifts non clarity
Post by: Mister Fork on April 12, 2017, 09:07:59 AM
Are you using DK2 or the release version?  I'm using a DK2 but it's fine. I know it's not the clearest, but the release version has a great quality screen.
Title: Re: rifts non clarity
Post by: Randy1 on April 12, 2017, 04:09:10 PM
N95KF posted these setting and they really helped.
If you have the horsepower, goto Nvidia Display Control Panel.  I have a GTX 1080 and am able to crank up the following settings and stikk keep 90FPS with Oculus:
You have to select AA overide mode to open this next setting
AA: Override application - 8x
Anisotropic Filtering - Override App - 16x
FXAA - On
Power - Prefer High Performance

I would also add the rift is very sensitive to the up and down position on your face.
Title: Re: rifts non clarity
Post by: MADe on April 12, 2017, 06:55:56 PM
cv1
Yes i tried the profies.

This is a major design fllaw. Im surprised how peeps confuse bad focus with hardware deficiacies.
Stick your face as close to an led hdtv and you will see the same door screen affect. The mesh like filter is the actual led sitting in its grid.

Look, without clarity, the VR is useless. Bad eyes get eye strain, good eyes will be damaged.

This display is by no means ready for games. Someone has been drinking his own cool aid, if I had demo'ed this first, no purchase, just not a viable thing. Shame to, all else works well.

I demo'ed a vive today, it is better but not much. These headsets are for dark environments and close in encounters.

Not one review mentions this issue, very misleading images used. Showing an led image as a headset image is wrong.

Will be seeing about returning rift, its useless for ah. If i can return it, i will prolly jump for a vive..

Serious disapointment here!
Title: Re: rifts non clarity
Post by: N95KF on April 12, 2017, 08:09:25 PM
You have one more option, download the Oculus debug tool, and put SuperSampling from 1.0 to 2.0.  You will increase the resolution in the Rift x4.  You will also have to turn down many MANY graphical options in-game though to maintain frames.  It is a beast.  But some people prefer the increased resolution and clarity to eye candy.  I like both ways.

You need to open it every time before you run Aces High, but I have a feeling you are one of those people who prefer this over cool shadows...You will notice how much sharper it is immediately
Title: Re: rifts non clarity
Post by: Vulcan on April 13, 2017, 05:27:01 AM
This display is by no means ready for games. Someone has been drinking his own cool aid, if I had demo'ed this first, no purchase, just not a viable thing. Shame to, all else works well.

I demo'ed a vive today, it is better but not much. These headsets are for dark environments and close in encounters.

Not one review mentions this issue, very misleading images used. Showing an led image as a headset image is wrong.

I don't think any vendor has been misleading, there is lots of information out there that point to a sacrifice in resolution.

What you are doing is running a 1080 display equivalent to a 60" monitor a couple of feet from your face. VR or not pixelation will be there.

Eventually VR will go to 4k, but the big problem there is processing power. Remember VR is stereoscopic, so any jump in res is doubled. Until a year or two ago the HDMI standard couldn't even handle the bandwidth required for full FPS 4k stereo 3D. If you want 4K VR there will be a huge price to pay.

So right now for VR pros are awesome stereo 3d, massive effective screen size, headtracking compliments the immersion. Cons are resolution.

Monitors pros are awesome resolution, crap stereo 3D, small effective screen size (or you stick your face next to it and get the same pixelation as a rift), terrible for headtracking immersion.

My first VR headset was 263x230, 256 colours, 35 degree field of view.

Still the Rift and others are 1st gen tech of this style of headset. There is nothing wrong with saying it's not for you, but plenty of us do enjoy the 'being there' feeling over the 4k monitor option.

Title: Re: rifts non clarity
Post by: Skuzzy on April 13, 2017, 05:35:06 AM
If you focus on the resolution, then it is not much fun.  No one has ever said anything to the contrary.  If you focus on the objects in view, then the resolution is not really an issue.  Sure it could be better and as technology improves it will get better, but right now it is enjoyable for most, as long as you do not focus on the resolution.
Title: Re: rifts non clarity
Post by: 1stpar3 on April 13, 2017, 10:33:55 AM
Yes, this was the same issue I was having. I can say this, your eyes will get accustomed to it. It probably a lot like when a person gets their first pair of glasses, have to learn how to walk with out tripping(or feeling like you are) over the stuff you can now see! It seems that every day or so, I can see cons from a bit further out. The brightness still fatigues my eyes about the same amount though. Vr to me is sort of like a poster I had as a kid. It looked like just a mess of colors with no pattern at all, UNTILL you learned how to look at it. THEN poof, the image jumped straight out of the mess in cool 3D. Once you could see it the first time, it was easy to see it correctly
Title: Re: rifts non clarity
Post by: MADe on April 14, 2017, 01:26:32 AM
so I have been spending last couple nights playing.

In my case my issues were/are

the "screen door affect" primarily and its a little dim overall, some type of eye strain or headset pinch headache.

What seems to work for moi,

512 textures...................wa s the beginning.

I basically reduced everything or turned it off. Skuzzy is correct about not focusing on the res, but the freaking screen door affect hides the res, it forces its own type of jaggies. No point fighting the jaggies, the performance hit you take is for nada cuz screen do......so I simplified, a lot.

I also notice when I lean in on the clipboard real close, I mean close, theres no screen door...... It appears that whats happening is that the rift, in order to create depth, is, for lack of better term, layering stuff, as the layers stack up it looses definition for those layers farthest away.

So we sit the cockpit, now call up the map and place it center in cockpit with you, notice how the rift attempts to pull focus to map by making clarity and the instrument panel gets fuzzy....Sitting the cockpit becomes primary for rift and cleans it up, out side the glass gets fuzzed. This is a software algorythm that needs changed, the attempt to create depth is the issue.......................o r something softwarish.

Its a little jittery, the refresh rate, the headset is a little to sensitive, keep still, you still move around, jitter. Shame theres no adjustment.

I will post settings I settle on when decided
Title: Re: rifts non clarity
Post by: N95KF on April 14, 2017, 04:30:15 PM
Have you tried the supersampling option I mentioned?  It is the only thing that is going to fix your problems MadE
Title: Re: rifts non clarity
Post by: MADe on April 14, 2017, 11:02:07 PM
Have you tried the supersampling option I mentioned?  It is the only thing that is going to fix your problems MadE

yes m8 I have. I see no real difference other than a F/s drop. Because of the screen door affect, which is more related to distance than close up, there are a type of jaggy that AA will not fix. So I am turning everything off, no point taking a perf hit when the software cannot overcome the limitation.

Also the lenses you adjust, how they work to create depth is an issue. The tightest focus possible, dam, it fuzzes your periphial vision. To not be looking right at something cause fuzzy and the diameter of clear view area is so small...................

W10 VR Desktop
http://www.vrheads.com/how-set-virtual-desktop-oculus-rift

Anyone using it?
It seems to have rift headset display adjustment capability................... ....

so far best practice for moi..

-turn hdmi port to 90% brilliance, change hue 5%. Adds some color, alters the white component. still playing.
-turn off HDTV display while using rift. appears to reduce eye strain, rift 90Hz, HDTV 60Hz, card had issues with different Hz's. Causes extra jittery.... These things have reduced headaches from eye strain and made thins clearer. The headset needs padding to stop squeezing headaches.
-512 textures
-SS 1.3


I'm wondering if I should update windows, I have updates turned off, and, try the VR Desktop.

I'm not giving up, adapting's my middle name.
 :salute
 :joystick:
Title: Re: rifts non clarity
Post by: GilNoh on April 15, 2017, 12:34:39 AM
When I first tried Oclus, I was also surprised to find that this "resolution" issue. Really disapointed at this sort of "as if looking through a not so clear pair of goggles". ... But after two days of flight, I realized that the ability to put yourself in the cockpit was ... really great. I mean, I've been playing my flight sims with 4k monitor with TrackIR for years. I didn't expect much on VR --- I just expected, well kind of, a bit better track-IR with 3D --- definitely in higher resolution!!

What I didn't realized was that VR gives you a different level of immersion. It still gives me some satisfaction, kind of, "wow, that was great in VR".  Looking back over your shoulder to get your opponent in sight after a high speed merge, then making hard turn while keeping him in sight in one continuous movement, from over your shoulder, now above you ( tilt your head a bit to see him more clearly), closer and closer he comes to your front, and finally put him in the gun sight... bf109 gunsight that you have to see through your right eye, not your left eye!

I mean, these are just normal and common activity, we always do with AH and other flight sim. But this (low-res) Oculus experience comes to me much more natural to me than my normal sim-pit of 4k monitor + TrackIR. So now I mostly fly with VR, as long as my eyes are not strined / not tired.

Well, just my case. For me, the benifit of VR is much greater than the problem of (forced-to) seeing low-res screen.

Well, I have to confess that I didn't even tried any of the options to make them sharper, since it was my opinion that this is inheretent problem of the HW... but maybe I should try some options too, like forced AA or pixel density...

Gil
Title: Re: rifts non clarity
Post by: FLS on April 15, 2017, 04:01:45 AM
...The headset needs padding to stop squeezing headaches. ...


Sounds like you have the straps too tight. You want the strap as low on the back of your head as it will go but it doesn't need to be tight just barely snug.
Title: Re: rifts non clarity
Post by: 1stpar3 on April 15, 2017, 10:47:16 AM
Hare, you were telling me about the HDMI thing the other day :rock Could you go back over the HOW TO DO IT AGAIN? :uhoh :pray I remember Nvidia control panel being port sensitive or something like that...but that's as far as memory goes :bolt:
Title: Re: rifts non clarity
Post by: 1stpar3 on April 15, 2017, 10:49:50 AM
Hare, you were telling me about the HDMI thing the other day :rock Could you go back over the HOW TO DO IT AGAIN? :uhoh :pray I remember Nvidia control panel being port sensitive or something like that...but that's as far as memory goes :bolt:
Oh and should the headset show up as an imaging/display device in windows? Mine doesn't, just wondering
Title: Re: rifts non clarity
Post by: MADe on April 15, 2017, 04:24:16 PM
Hare, you were telling me about the HDMI thing the other day :rock Could you go back over the HOW TO DO IT AGAIN? :uhoh :pray I remember Nvidia control panel being port sensitive or something like that...but that's as far as memory goes :bolt:

Unplug your rift, plug in a hdmi display.
The brilliance and hue sliders can then be adjusted. Then replug rift and see how you changed it. Its hit and miss, back and forth till u find what u want.

Rift will not show as a display, this why the dance. But these 2 options are port specific and stick after display is removed????????
I got virtual desktop installed, will play tonight
Title: Re: rifts non clarity
Post by: MADe on April 16, 2017, 02:33:56 PM
Stay away from Virtual Desktop.

Super resource hog by the time u get it set up.

Title: Re: rifts non clarity
Post by: Bodhi on April 16, 2017, 03:12:54 PM
I just got the Rift and I love it.  Many reviews mention the lack of great clarity, but it is the environment and objects that are amazing to me.  I am definitely impressed with it.
Title: Re: rifts non clarity
Post by: 1stpar3 on April 17, 2017, 01:15:05 PM
Yep! Your eyes do get use to some of the clarity issues. The emersion tends to make up for the rest :aok
Title: Re: rifts non clarity
Post by: McShark on April 18, 2017, 11:32:05 AM
N95KF posted these setting and they really helped.
If you have the horsepower, goto Nvidia Display Control Panel.  I have a GTX 1080 and am able to crank up the following settings and stikk keep 90FPS with Oculus:
You have to select AA overide mode to open this next setting
AA: Override application - 8x
Anisotropic Filtering - Override App - 16x
FXAA - On
Power - Prefer High Performance

I would also add the rift is very sensitive to the up and down position on your face.

Thanks so much on this.
Tried it ( also GTX 1080 here ) works perfect and its like  a major update. Seeing cons far beyond icon range and no noticeable drop in FR.
Great find!

 :rock :salute
Title: Re: rifts non clarity
Post by: MADe on April 21, 2017, 01:39:21 AM
made my first mod. Added a foam extender to faceplate ring in order to push it farther away. Manually playing with HMD positioning lead to this. pushed it away about 1/4 - 3/8"

Discovered some things.

Plug in an HDMI display into port where the RIFT will be plugged. Go to Nvidia control panel set brilliance and HUE to desired levels. In my case 59 and 7. Gets some color added without god rays. This is a dance till you discover your needs.

Occulus tray tool at SS 1.3 with ASW auto. Do this in aces high profile and overall settings. You can use the performance hud and see what damage the SS is doing to framerates and performance % overhead, frames lost. This important, if SS to high for pc rig you will start dropping frames, very bad. The asw is inactive till frame rate losses, then activates during issues, debatable if helpful.

After entering game, turn off all other displays, only RIFT. Just be sure that you expand the window of game on display all way. Otherwise the mouse might wonder out of window and become non responsive. Also minimize tool app and occ home cuz the mouse would become unresponsive if activated and......

Now setting the video settings thru the rift is important. If you call up the game and say no to occulus, the changes you make thru mouse and display are not the same video settings as whats called up if you say yes to occulus. For video settings thru occulus you click on video settings with HMD, then remove HMD and see the video settings pop up, select texture, font, size and save.
I use 512 texture, saves on pc HP and with SDE many details are wasted anyways.

I was able to minimize the SDE to a point but distances are still tuff, in close is great, the 3D experience is great but it still tires my eyes quickly.

To moi these are what to tweak and adjust. Once you like at this level you can add AA for close in eye candy. SDE is just minimized and marginalized as much as I can. NOT Rectofied tho!
 :salute

PS: Its still a whole new game, I mean totally different. Closing 1 eye, leaning forward for better sight clarity. Everything is completely different.

Title: Re: rifts non clarity
Post by: Mister Fork on April 21, 2017, 12:59:15 PM
You have one more option, download the Oculus debug tool, and put SuperSampling from 1.0 to 2.0.  You will increase the resolution in the Rift x4.  You will also have to turn down many MANY graphical options in-game though to maintain frames.  It is a beast.  But some people prefer the increased resolution and clarity to eye candy.  I like both ways.

You need to open it every time before you run Aces High, but I have a feeling you are one of those people who prefer this over cool shadows...You will notice how much sharper it is immediately
BTW - when I run the debug tool, I don't see any options for supersamping? :confused:
Title: Re: rifts non clarity
Post by: Mister Fork on April 21, 2017, 02:39:29 PM
Figured it out. Had an older version of tool
Title: Re: rifts non clarity
Post by: MADe on April 22, 2017, 11:56:13 PM
With my monitor, I always had reflections disabled, it was to much to see thru.

I'm still trying to find some kind of sweet spot and am still dancing settings, I enabled reflections for 1st time with the rift on.

Is it me, it does seem to do something to help with the SDE?
I am trying to maintain 90f/s, SS 1.3, 75% disabled settings. Trying out FXAA and multisampling only in profile.

I think I need instruction with gunsights and VR. I cannot hit anything.

This thing really gets to my eyes, there buzzing when I take it off. I sent away for some swatches of rear projection screen, looking for optical glass samples. I'm about to get aggressive with this thing. If it gets to where I cannot wear it, WTF, nothing to loose, will do what I do best.
Title: Re: rifts non clarity
Post by: N95KF on April 24, 2017, 11:00:46 PM
Some people say FXAA makes it blurry due to the type of AA that FXAA is.  It is much more noticeable in VR because its right in front of you.
Title: Re: rifts non clarity
Post by: MADe on April 25, 2017, 12:47:00 PM
I turn AA off in game, game now uses FXAA I believe. Cause things to dim.
disabled shadows, ground clutter in flight, bit mapping and details. Causes things to dim or fuzz
enabled reflections, ground clutter, post lightings lens flare. Helps raise ambient light levels.

AA off Nvidia profiles
FXAA on profiles
IMO

Does nothing for distance but theres more ambient light, the rift display is dim overall, my old guy eyes need more light. It appears that the overall ambient light is way dimmer to protect eyes from something, IMO.

The dimness and AH normal washed out color palette do not help with the rift either. SweetFX was great for this. How skins are colored needs to change to help with the rift. You cannot even tell a difference when you change textures so I feel the game could help by tweaking its color palettes and how details are applies. Adding details helps to fuzz things up because the system is already over compensating to create immersion depth. Something I doubt the game will do for its smallish VR community, lots of work. I wonder if the skinners could not help in this by making skins for VR purposes.

The ability to tell the closing rate with and enemy aircraft is unreal, I mean REAL. I could never catch on with this before, even with the distance icon. But now I can actually perceive it. I killed lunatic last night, 1st legit good kill, usually he out flys me!
 :salute
Title: Re: rifts non clarity
Post by: MADe on April 27, 2017, 02:56:09 PM
https://www.youtube.com/watch?v=Nef6yWYu0-I&feature=youtu.be

still questing for optimum. I tried this all alone without other stuff enabled, I liked it.
fyi
Title: Re: rifts non clarity
Post by: 1stpar3 on April 28, 2017, 04:24:54 AM
YES! I did the set up that you were talking about this evening! Turned off the AA in Invidia and turned up the MFAA :aok The screen virtually changed 180! This was way clearer in my opinion(may be different on other machines). Talking night and day difference.  I was even able to turn up the Super Sampling in the Occulus tray tool to 1.8 with out major hit to performance. That's with running the in game graphics settings pretty much full. True, as the tray tool performance overlay shows negative values in head space, it was still better than before I did the change. Didn't really notice a big difference in the visuals when I turned those settings down(other than the obvious like they always do) like terrain detail ect. Yes head space was in the positive but didn't notice any difference in game play. I know...told ya I was going to bed :eek: Had to test it and got a bit enthralled in the results :x
Title: Re: rifts non clarity
Post by: edge12674 on April 28, 2017, 10:27:25 AM
I just got my Rift this week and was not that impressed until I tried the MFAA with everything else off.  MADe I think you found a great setting!  Text is much clearer and SDE is noticeably reduced.  I used the Oculus Debug tool and upped the pixel density to 1.3 with no drop in FPS.

THANKS!
Title: Re: rifts non clarity
Post by: MADe on April 28, 2017, 07:00:56 PM
Cool good to know.

Personaly tho I am ready to hang it up. I sat a 37mmm with a tank at 650m out. If not for icon, no see. I cannot hit him and he kills me with 1 shot.

Rift is useless for AH. You cannot see target.
Title: Re: rifts non clarity
Post by: 1stpar3 on April 29, 2017, 07:27:39 PM
Yeah, hard to use the sights on 37mm. I sighted mine in then CNT F5ed the tracker. Gets a dizzying effect as your views just move when sights do, but its accurate that way!
Title: Re: rifts non clarity
Post by: MADe on April 30, 2017, 12:41:12 AM
argh

so tonight I removed all AA period, none. turned off all post process effects and filters in nvidia. Ran the super sample up to 1.5.

One of my biggest issues is all the buzzing eye movement you see. Besides the refresh rate flicker, the AA would pour fuel into that fire by causing rapid ocillating....... Killing all AA, anistrophy, sampling, all, helped steady the scene.

What this leaves is the game settings themselves.
disabled most things but bloom, lens flare, starburst.
sliders- details 80%, objects 80%, trees 50% detail range 50%

Will not maintain 90F/s but it did not drop much, 60, and only in a crowd. I did not run the HUD tool to see how many frames were dropped. Earlier tests would put my performance headroom in the basement so I had stopped at SS 1.3 and played with AA. Mistake, no AA is key for moi. Dam flickering was killing my eyes.

Seems that the SS method is the only good method for getting a good image, but from what I have read 1.5 is the max you can run without system choke, and thats a 1080ti.
I have read where sli can be used to dedicate a card per eye to help with the load but I believe this is no good for AH.

Title: Re: rifts non clarity
Post by: Randy1 on April 30, 2017, 05:58:03 AM
If you have a SLI setup, you can use a AA setting of SLI 8 or 16.  This uses the second card to process AA only as I understand it.
Title: Re: rifts non clarity
Post by: 1stpar3 on April 30, 2017, 04:36:37 PM
Yes, eye strain is a big thing in VR. Using some of the tips on AA and such, I have mine set as good as I can get...so far. Made it 3 plus hours last night, before a break for some Eye drops :t Think most of the eye strain is because I am not moving my eyes normally? Seems like that is what is going on, heck may not be blinking lol. With monitor I was never focused on the screen for that length of time without looking some where else. Getting use to it, bit by bit :old:
Title: Re: rifts non clarity
Post by: Randy1 on May 10, 2017, 03:38:28 PM
If you want to use MFAA and you have an SLI setup, you must turn off SLI before the MFAA option shows up in the nividia control panel settings.
Title: Re: rifts non clarity
Post by: 1stpar3 on May 10, 2017, 04:05:40 PM
 :aok I finally got mine set up to MY liking :D Biggest effect for me was in changing the "color Palette" with hue slider in Color scheme. I went 360 change, well almost. Went from 0-7 range to 357 degrees. It changed the yellowish (which turn to BRIGHT whiteish in sun) to more of an orange hue. That took a lot of the glare off objects and really made detail and colors POP :cheers:
Title: Re: rifts non clarity
Post by: Randy1 on May 10, 2017, 04:32:25 PM
This will be my first try with the MFAA on.  Will try the color change after that.
Title: Re: rifts non clarity
Post by: Mister Fork on May 11, 2017, 08:22:29 AM
Does someone want to post their nVidia control panel settings for ALL of them? Just curious what people are using.
Title: Re: rifts non clarity
Post by: Randy1 on May 11, 2017, 01:26:39 PM
Does someone want to post their nVidia control panel settings for ALL of them? Just curious what people are using.

Right now most are using the MFAA turned on, the power management set to maximum.  The rest of the setting are default.  In the game turn off  AA.  This gives you the best clarity.
Title: Re: rifts non clarity
Post by: 1stpar3 on May 11, 2017, 11:49:33 PM
 :aok Yup, aa off in game. I went and changed my color in in NVidia control as well. Set the hue slider on 357 instead of 0. It helped me out a lot. Changed the bright yellows to more orange. Easier on my eyes. I have MS and Optic Neuritis is my big problem so bright reflections can really fatigue my eyes. It made some of the details pop abit more as well, wasn't as drab and greyed out. Also, as far as I know-at least I haven't seen to the contrary- the changes in Nvidia control panel ARE port sensitive. Meaning you set with display as usual but then plug Oculus connector into THAT display port changes were made on! Then replug display to other ports. That's how my setup is! Like I said ,I haven't heard to the contrary.
Title: Re: rifts non clarity
Post by: MADe on May 14, 2017, 09:19:08 AM
I too found running the hue slider to other end better??????????? same setting..........

I took to turning off MFAA as well. It bothers my eyes to have things shimming around. All the AA, no matter causes this. So I have pretty much disabled everything in NVidia profiles. The max I can run the SS is about 1.3 or 1.2 and still not drop massive frames, I want to see the hits and I do not with SS higher.

I 'm sorry but VR SUX. The HMD's are not close to being ready for games. The HMD manufacturers are ridiculous if they think they have a good product. The game writers, AH, need to re-color their skins and maps to work better with the defieciencies of the display, not gonna happen. I made a post about this, ignored.

The screen door effect destroys all other gains created by VR. Its hard to see except very close in, causes too much eye strain. I am so disappointed that I feel like quitting entirely.

I stopped flying again, maps keep going to darktimes, just cannot see. TBH I do not feel like flying with a monitor, I so was waiting for a good VR experience. I got handed a cup of cool aid.
Title: Re: rifts non clarity
Post by: Randy1 on May 15, 2017, 02:49:54 PM

 . . .I took to turning off MFAA as well. It bothers my eyes to have things shimming around. All the AA, no matter causes this. So I have pretty much disabled everything in NVidia profiles. The max I can run the SS is about 1.3 or 1.2 and still not drop massive frames, I want to see the hits and I do not with SS higher. . .

I quite using the SS from the tools.  I think MFAA of and everything default gives a near AH3 quality view with exception of text like on the gauges.

Title: Re: rifts non clarity
Post by: 1stpar3 on May 16, 2017, 03:26:33 AM
I quite using the SS from the tools.  I think MFAA of and everything default gives a near AH3 quality view with exception of text like on the gauges.
I concur! I went that direction myself, with the same observation. Except for the cockpit gauges and the "God rays" (think that's the term) from the white of gauges, that setting is pretty close to perfect as you can get. May want to adjust your color palette a bit as well. I found that 357 on the slider had same effect as Sweetfx had in AH2. I believe that this setting also disguises your brain into thinking it is much clearer, since the colors seem to be more natural looking.