mbucchia
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Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
You should be able to use Varjo's built-in option (registry change). You won't be able to tweak any settings this way however. So if you rely on custom settings, keeping Varjo-Foveated is probably a good option. -
Code is 100% done in VDXR. But unfortunately it is currently blocked on an unforeseen limitation of Virtual Desktop's compositor. There's currently no guarantee this will be resolved.
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Quest Link is really just a "devkit" of Meta's standalone (Android) platform. You should get that hint from the fact that you need to enable developer mode to even get these features Virtual Desktop and VDXR on the other hand are fully optimized for what people actually care about and use. We take the eye tracking data at the beginning of each frame and send it as quickly as possible to the application. No B.S in between. So I'm not quite surprised if you find it better. Haven't done any analysis myself, but I can only imagine this isn't even a thing Meta tests on PC beyond their Avatars SDK that no one else seems to use (good product though, just not what people actually care about).
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Here's a very comprehensive explanation: https://github.com/mbucchia/VirtualDesktop-OpenXR/wiki/Oculus-"Runtimes"
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Good insight, but no, none of this is actionable by ED, that's not code they have any reach into.
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The issue is specific to "dynamic projection" ie when the foveated viewport moves from frame to frame. That only happens with eye tracking.
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reported earlier OpenXR Toolkit no longer works - Oculus update
mbucchia replied to kraszus's topic in Virtual Reality
FWIW I investigated this issue (even though I do not work on this anymore and have 0 plan to try to fix it). The explanation is here: -
Is DCS ST that bad btw? Cause that would be the easiest workaround, switch from MT to ST. Does ST still have the "cursor bug" double-vision?
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OpenXR Toolkit VRS foveated rendering is 100% different technique from Quad Views foveated rendering. VRS is low-medium GPU gains at no CPU cost. Quad Views is high GPU gains at medium-high CPU cost. In your case the trade-off doesn't play well with QVFR and the CPU cost outweighs your GPU gains. There is no such problem with VRS since you have no CPU cost, so you only reap the GPU gains. https://github.com/mbucchia/Quad-Views-Foveated/wiki/What-is-Quad-Views-rendering%3F
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No, it's purely a "correctness" change, at any point in time in DCS MT there may be data from 2 "in-flight" frames, and DCS was incorrectly mixing up the data used for the foveated rendering, causing the visual glitches when the foveated viewport followed your eye gaze. There is no performance implications with the change. See full technical details:
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The change in the unsigned DLL only enables the workaround for ED's bug like it did before. Your micro-stuttering issue is unrelated to any of it. There is no connection between Quad Views and OpenXR Toolkit.
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Good question, and it shouldn't matter whether the workaround is still active. Also, assuming ED didn't revert the app name change, then the workaround won't be activated anyway. What matters more is to remove the unsigned DLL (for those who installed it) and reinstall the original (signed) qvfr.
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Great to hear, thank you.
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Can you describe "fix"? Is it going to be the real thing (correct FOV submission) or just reverting the name of the app back to "DCS World"? Thanks.
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The OVRPlugin stuff doesn't apply to DCS, but instead the large majority of new Unreal and Unity games. This examples serves to explain the deplorable state of PCVR, where developers only target Quest Link, meanwhile Meta is abandoning PCVR, so this leads to that, aka leading to the unavoidable death of the industry.
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You are still worried about the wrong things. As someone who is investing in non-Meta headsets, you need to be extremely worried at the game developers' attitude associating PCVR to one thing only: Quest Link. Developing only for Quest Link, using Meta's broken/proprietary tools, and testing only on Quest Link. There are several games in 2024 that released with only Quest Link as supported devices. The developer did not bother testing on anything else. That is the problem that should keep you up at night. The quad views API layer is very simple and isn't going to break because I don't maintain it. You can still install Windows 98 on your PC and play Half Life 1 today. It's solid code that isn't just magically going to break. Just as proven this week, it's the content and the lack of validation by the game developer that breaks things. If tomorrow a developer file to me a bug report in PimaxXR with the degree of detail that I put in my bug report to ED, I have no issue actually fixing what is broken. But the reality is a game developer in 2024 wouldn't even bother looking into the issue if it isn't affecting Quest Link users... I have conversations with at least 3 major game developers this year that proved my statement. Focus on the right problems and evangelize these problems.
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Just to be clear if it wasn't enough in my message, I'm not pointing finger specifically at ED. What they're doing isn't really different from the many other game devs I haven't been able to get through to. You should consider yourselves lucky that you can actually play DCS on non-Meta headsets at all. More and more of the new content from game developers isn't going to be tested on anything other than Quest and given Meta's approach to a locked-down OpenXR ecosystem, this content isn't going to properly work on other headsets. I'm dipping because I don't have time to deal with folks who aren't interested in being constructive and solving real problems like this one. (hint: Meta is top of the list)
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My wife and I rescued a 2nd abandoned bunny from the street last year. I think we have full house now
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Addressing this separately btw - I left the VR industry about 1.5 months ago. What I mean by "left the industry" is I quit my job as a professional XR developer. Why did I? I don't really believe in this industry at this time. Point proven as follows: - game developers don't care. I think today's situation is an evidence. PCVR gets very little attention from them. For most developers today it appears that "VR support" means "the game runs (even poorly) on a Quest 2". This is because of the volume on the market. - platforms vendors don't care. You can see that Varjo, Microsoft, left. As for Meta they are clearly only interested in wireless (standalone) and glasses, and they haven't really done anything positive for PCVR in forever. Worse: they are currently creating a silo'ed ecosystem with the help of game developers, through something called "OVRPlugin" which basically nullifies all of the benefits and work that the industry has done with OpenXR in the last few years. Most games released so far in 2024 use OVRPlugin instead of OpenXR: this means they cannot run with OpenXR on non-Meta headsets. - game developers and platform vendors really don't care. I've brought attention about the problems above on many occasions, reported issues, I've created "band-aids" for these issues, and nobody else in the industry has cared. The amount of details you saw on my report of the bug to ED, that's about the large majority of what I've been doing for over 8 months now. Spending hours of my personal time at 1:00 in the morning documenting other people's issues and recommending fixes. And none for them get acted on by game developers and platform vendors. For over 8 months now I had no opportunity to innovate and do the things I actually enjoyed doing (like back in the early OpenXR Toolkit and QVFR days). Instead it's been trying to salvage what I now believe is unsalvageable (again, I am speaking broadly, not specifically about ED/DCS). This week is the most time I've spent on XR stuff since I left my job, and it was unsurprisingly, negative and uninteresting to me. I'm currently doing some wrap-up/life support on VDXR, but my plan is a full exit, not only professionally, but also from all of this open source/community work, in the next few months, so that I can focus on my new job (which is the real gaming industry and not the XR farce), my sleep/health, my new house, my hobbies and my future. That's a lot of "my" stuff I haven't done in 3 years now.
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Fred provided a very good reply to you, you can also go read my detailed explanation here: For short: ED is mostly doing the right thing already (minus the bugs :D) and there is a bigger chunk of the pie that isn't "on them" to provide, but on the headset vendors. Today only Varjo provides it, and perhaps Somnium I am told. Other vendors rely on my API layer. That's a platform vendor deficiency, not and ED deficiency.
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You can see my earlier post. I installed today's version of DCS and provided a very specific capture of the problem, proving without any possible doubt that the issue is still there after 18 months.
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You are getting this error because you must have OpenXR Toolkit installed. When you followed the instructions for Varjo-Foveated, you disabled OpenXR Toolkit for "DCS World". Because they renamed the game "name" to "DCS" in this release, you now have to go back to OpenXR Toolkit Companion app and disable it for "DCS". This should resolve your problem and let you use Varjo-Foveated without issue. The band aid that was provided by another community member, as I explained, will break every other OpenXR game that uses anti-cheat (due to digital signing issues). So that's not really a good band-aid. Most people will forget that they have the bandaid and will start getting unexplained errors in those games. That's not a very good solution. Stop bleeding in one place and start bleeding on others, I don't even call that a band-aid I don't have an option to do code signing at this time, but @actually_fred is sharing his expertise on the topic with me so perhaps I will be able to do that again in the future.
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My recommendation is to skip the band-aid and to keep making noise for ED to fix the real issue. There's never going to take responsibility and commit to deliver a robust product if they keep getting bailed out by 3rd party developers.
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I replied to you in the other thread. I've crossed the line a few times probably, but they never moderated me, so no need to read things that aren't there!
