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mbucchia

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Everything posted by mbucchia

  1. This is correct. Quad views requires to render 2 more views, it will actually increase CPU utilization. So you only want to use quad views if your are largely GPU limited.
  2. (Deleted because I misread the message) I don't know what update you are talking about. If the user isn't using Quad Views, there's nothing I can do. The bug in question is in the Oculus runtime, and I reported it to Meta.
  3. There's no mention of the quad views DFR tool, which is perhaps one of the biggest opportunities for performance boosts. Perhaps none of these users have access to the eye tracking build?
  4. Just try the tool in FFR mode with your current headset. It will give you an idea of the CPU increase. There shouldn't be much (if any difference) on the CPU hit whether you use it in FFR or DFR mode.
  5. My message isn't a sufficient bug report. Someone needs to spend some time doing a nice write up, explaining this happens in quad views mode, explaining what they are seeing (all 3 issues, brightness, NVG, double cursor), with some pictures...
  6. Hey all, I'm getting asked every day now to "fix the lighting issues" with foveated rendering (the imbalance when looking at the sky/sun, and also the NVG issue). And same goes for the double-cursor issue in ST. This isn't something I can fix. This needs to be fixed inside the game engine. Can someone please already find the proper way to report this to ED? And share whenever link/thread? It's not going to be fixed by them unless they are made aware of the issue. Thanks!
  7. Support for? DFR? That's already supported since last month: https://github.com/mbucchia/Quad-Views-Foveated/wiki#compatibility
  8. 1) the setting in OpenXR Tools for WMR has no effect if running SteamVR. Period. 2) the settings for motion reprojection in OpenXR Toolkit only appear if you are running Windows Mixed Reality OpenXR, they will not appear if you are running SteamVR OpenXR. one or more of your assertions are incorrect.
  9. I doubt it, because if you set SteamVR as your OpenXR runtime, then neither settings you pointed out make any difference. OpenXR Tools for Windows Mixed Reality only affects the Windows Mixed Reality OpenXR runtime, and not the SteamVR one. OpenXR Toolkit "Motion Reprojection" settings are only displayed if your OpenXR runtime is set to Windows Mixed Reality, and not SteamVR. So you took a wrong turn somewhere, either you are not using SteamVR OpenXR as you mentioned at the beginning, or you are mistaken that the motion reprojection settings that you mentioned make any difference.
  10. SteamVR will run in background only for lighthouse tracking purposes. Your graphics won't go through it (which is the performance/VRAM hog). Just make sure OpenXR is toggled in Varjo Base (under System tab).
  11. There's a whole set of troubleshooting instructions linked form the front page of the wiki where you downloaded the tool: https://github.com/mbucchia/Quad-Views-Foveated/wiki/Troubleshooting
  12. Might be worth mentioning the headset. These numbers look like Quad Views FFR, not Quad Views DFR(?)
  13. Read the instructions again. None of them are asking you to modify a .log file. > %LocalAppData%\Quad-Views-Foveated\settings.cfg - This is the file you may edit to add your own settings. Note: You have to create this folder and the file yourself. Do not copy the file from 1), instead **create a blank file** and only add settings you want to change from the default configuration. Also, consider this: > The default configuration should be sufficient for most users. You probably do not need to modify the configuration file.
  14. I see no reason the new version would help more with performance than the previous. All the changes were either bug fixes or enabling other headsets to use FFR.
  15. You can only get eye tracking on Quest Pro via Oculus, not SteamVR. If you use SteamVR you will get FFR.
  16. There's a new version 1.1 available: https://github.com/mbucchia/Quad-Views-Foveated/wiki#setup Changelog - Fix performance issue with OpenXR-OBSMirror. - Fix crash with Oculus runtime upon taking off the headset. - Better handling of eye blinking. - Tweak default settings for Fixed Foveated Rendering mode. - Fix crash with Vive OpenXR runtime. - Disable Turbo Mode with SteamVR OpenXR runtime. - Add debugging/performance tracing (for developer only).
  17. Disable Lens Effects, as indicated in the instructions: https://github.com/mbucchia/Quad-Views-Foveated/wiki#dcs-world I don't know how many times we're going to have to repeat that one before people start reading the instructions on the website...
  18. You can use SteamVR via OpenXR too. That's two things that aren't mutually exclusive.
  19. Yes the value in PimaxXR is per eye.
  20. Look up "vr barrel distortion" on google. Every device does this, you render at a resolution higher than the physical display (typically 1.4x) to account for the pixel distortion created by the optics.
  21. There is no motion reprojection setting for Quest in OpenXR Toolkit. So you're somehow mistaken.
  22. Yes ahah the horrible hack worked. It looks like the Oculus runtime isn't properly resetting their frame state machine upon beginning a new session. I had to add some unnecessary calls (that would fail on non-Oculus platform) to force it back to a good state. I will report the issue to the Oculus dev. I'll have that new version out later this week. Thank you @Sile for all the testing!
  23. @nikoel after some back and forth with @Sile and some experiments, I can now confirm that the crash on removing/putting back the headset looks like an Oculus bug and nothing I can fix. It is exacerbated by the Turbo Mode, but nonetheless an Oculus bug. EDIT: I have one last idea for a disgusting hack to try to fool the Oculus runtime, but after that I have no other avenues.
  24. You need to check if you are CPU bound. If you're CPU bound or close to CPU bound, quad views DFR isn't going to help and will actually do the opposite.
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