

mbucchia
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Oasis Driver now in Steam Store for windows mixed reality
mbucchia replied to Kayos's topic in Virtual Reality
Hey! It's a SteamVR issue that is fixed in the SteamVR Beta branch https://store.steampowered.com/news/app/250820?emclan=103582791435040972&emgid=505086494235427751 > When a requested time querying xrLocateSpace is outside of reasonable bounds, return XR_SUCCESS with an empty pose, instead of returning XR_ERROR_TIME_INVALID. Basically the DCS 0.001 FPS loading screen was causing issues. -
Oasis Driver now in Steam Store for windows mixed reality
mbucchia replied to Kayos's topic in Virtual Reality
That folder contains your room data. Having someone else send you theirs will not work obviously. If you want to revert to Mixed Reality Portal, follow the "deep cleaning" instructions on the wiki, and reinstall Mixed Reality Portal as well. -
Oasis Driver now in Steam Store for windows mixed reality
mbucchia replied to Kayos's topic in Virtual Reality
If you're on the SteamVR Beta (2.13) please opt out for now. There's an issue with it that will be solved shortly. -
PSVR2 - now works with Eye Tracking and Quad Views!
mbucchia replied to proxlamus's topic in Virtual Reality
Yes the eye tracking and quad views foveated rendering will work fine on AMD. -
Oasis Driver now in Steam Store for windows mixed reality
mbucchia replied to Kayos's topic in Virtual Reality
https://steamcommunity.com/app/3824490/discussions/0/592906686979854790/ -
PSVR2 - now works with Eye Tracking and Quad Views!
mbucchia replied to proxlamus's topic in Virtual Reality
This is the VR modding scene, this article was outdated barely an hour after it was published. We move really fast. -
PSVR2 - now works with Eye Tracking and Quad Views!
mbucchia replied to proxlamus's topic in Virtual Reality
This isn't a real warning. -
I personally used a command hook strip for ages
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Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
I dont follow your math. See the log file for the megapixels math (it's done there) but also this megapixels is irrelevant to quality, since what matters is pixel density. QVFR tells the game to preserve 1:1 pixel density in the focus region (well, with your multiplier, 1.1x pixel density). We confirmed that in your log. If the game doesn't render at this density, then it's a game bug. Someone probably needs to do a deeper investigation in order to confirm. Edit: can you also look at your VD overlay? It should say something like resolution = 110% -
Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
The log just repeats the content of your config. So there's likely a user error here. For the rest you can do the math. With your focus size settings at 0.25 on both axes, it means the resolution of the focus region will be 1/4th of your stereo resolution (Godlike). 3072 / 4 = 768 Because you are using 1.1 multiplier, we need to also factor that 768 × 1.1 = 844 Which is the resolution we see being advertised to the game (in the log file). Now to look at the actual render resolution with DLSS, at quality this means input is 0.67 factor Stereo: 3072 × 0.67 = 2058 QVFR focus: 844 × 0.67 = 565 That's assuming the game is actually following the same math. One would need to enable the DLSS logging in order to check that. -
Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
The math QVFR does is to make the final stereo image at the resolution of what the focus region (inner view) would be if it covered the full FOV. So the final stereo image is 1:1 the same resolution that you have without QVFR if you set the focus multiplier to 1.0, and the pixels in that inner view are 1:1 the same resolution. I would try comparing without DLSS, because I dont know what the engine does when it has to do quad DLSS instead of stereo. It's quite possible that the "1:1 resolution" is thrown away by the engine (which isn't something I have any control on, and would be an engine bug IMO). You can perhaps post the log file so we can compare the resolution QVFR sets. This won't tell us what resolution DLSS uses though. -
There is no support for OpenXR Toolkit foveated rendering on DX11 with AMD GPUs. It simply does not exist. I literally wrote the OpenXR Toolkit program and I know how it works. To use VRS on D3D11, you must use the NVAPI library (also known as NVidia VRWorks), here is the code in OpenXR Toolkit doing that: https://github.com/mbucchia/OpenXR-Toolkit/blob/6b9ecb69a4b2dc714b14a86407868af315d02531/XR_APILAYER_MBUCCHIA_toolkit/vrs.cpp#L1171 As the name indicate, NVAPI or NVidia VRWorks is exclusive to NVidia and does not work on AMD. https://developer.nvidia.com/vrworks > Variable Rate Shading (VRS) is an easy to implement rendering technique enabled by Turing GPUs. Turing = NVidia. I'm not going to have another back and forth on this. Previous user ultimately realized that they were not speaking of DCS, but instead they had used the feature in another game, a DX12 game, with their AMD card. You're probably in the game boat. Or you are thinking of ",Quad views foveated rendering" which is nothing to do with OpenXR Toolkit, and is a completely different feature (that does work on AMD with DX11).
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The Quest Pro was the most uncomfortable headset I've ever owned, until I bought the Globular Cluster mod. I was having the same issue you've described, excessive head pressure which caused insta-headaches. With the Globular Cluster replacement components, that issue completely went away for me.
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Pico headsets: Pico Connect built-in experimental OpenXR runtime
mbucchia replied to mrsylvestre's topic in Virtual Reality
It's OK, more OpenXR is good, more adoption is good. My code is open source to allow that, but it would be really nice if companies using open source would take the time to follow the directions of the license- 13 replies
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