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mbucchia

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Everything posted by mbucchia

  1. Hey all - There seems to be a lot of confusion still around Dynamic Foveated Rendering support and information is spread over multiple threads specific to each headset, with the same questions asked over and over again. So hopefully this will make things easier. I use a Varjo and I don't know/want to use OpenXR Toolkit or OpenXR OBSMirror You want to install a tool called Varjo-Foveated, FOLLOW ALL THE INSTRUCTIONS HERE: https://github.com/mbucchia/Varjo-Foveated/wiki I use a Pimax Crystal, Meta Quest Pro, Vive Pro Eye or HP Reverb G2 Omnicept or I use a Varjo and I want to also use OpenXR Toolkit or OpenXR OBSMirror You want to install a tool called Quad-Views-Foveated, FOLLOW ALL THE INSTRUCTIONS HERE: https://github.com/mbucchia/Quad-Views-Foveated/wiki/DCS-World I am already using Foveated Rendering but something does not work Go and read the instructions again. There is a 99% chance the answer to your question/issue is in the instructions. In the unlikely case you are in the 1% with a real issue that is not a misconfiguration or something overlooked while following the instructions, you may post a log file (from Quad-Views-Foveated) for support. I will ignore all requests made without a log file. I want to use Foveated Rendering but I do not know how to follow instructions Do not try using Foveated Rendering. There is some reading/understanding to do and if you cannot do that, you will not be successful. Enjoy the game and keep things simple. Please let's keep this thread on topic. No headset trolling. No unnecessary discussions about your CPU, GPU or your MSAA settings. No posts off-topic. Thanks.
  2. Can someone report the issue to TallyMouse please? It's a very common bug with many C#/.NET! Thanks. It looks like TallyMouse would be @GayCavalier on this forum(?)
  3. 'Square withing Square" if because you did not follow the instructions. The website clearly says to disable Lens Effects in DCS https://github.com/mbucchia/Quad-Views-Foveated/wiki#dcs-world Please people RTFM!!
  4. This update is HoloLens only and has no effect on PCVR: https://github.com/microsoft/OpenXR-MixedReality/releases/tag/113.2309.7002
  5. Your CPU (not) being maxed out is not an indication of (not) being CPU-bound. I think I've been told that MT in DCS is just basic stuff like rendering being on its own thread. Now that thread has to do 2x more work for the 2 extra views. The Oculus software isn't involved at all in the process of rendering and doing quad views, so it's quite doubtful it would make a difference. Especially if you have Turbo Mode, the only place where Oculus tends to waste cycles is bypassed. The overhead of QVFR was measured (even in those situations where "performance gets worse") and confirmed to be negligible (under 200 microseconds/frame on both CPU and GPU). So the issue isn't there either. I've mostly heard these performance issues happen with specific aircrafts(?), probably they have more complex geometry? Or maybe some bogus vertex shaders? The only way to tell would be to do a precise performance analysis, which is quite a complex task involving a GPUView capture then analyzing each payload one by one and trying to map them to what the game engine does.
  6. I see. I will say, you can't really compare PCVR to standalone though. Red Matter 2 does VRS foveated rendering (same thing OpenXR Toolkit does) but it is in standalone, with a much weaker GPU, so there are a lot more bottlenecks to address. I think several have confirmed that VRS on fast GPUs like 4090 is just not helping that much compared to lower-end RTX cards. I'm aware that a few users are only seeing their GPU bottleneck replaced by a CPU or vertex shading bottleneck with quad views, however it seems to be a very small minority of users. The only solution to this problem would be a better implementation of the rendering in the engine, such as use of instanced rendering (DCS does not do instanced rendering at all even for stereo AFAIK), usage of geometry shaders or better command list handling (requires D3D12 or Vulkan). It sounds however that ED has little interest in improving quad views support, as shown by the 5 different bugs that have been brought up to them since January, and none of them have been acknowledged or addressed, even the most basic ones like the blatant violation of OpenXR spec and the incorrect submission of FOV data in MT... these are like, 30 minutes each to produce a fix
  7. Quad views foveated is giving up to double-digit frame times boost in GPU-limited scenarios by saving at several stages of the rendering pipeline (raster, pixel shading, overall VRAM bandwidth). The downside is increased CPU usage due to redundant geometry submission. Very confused by your post. What is your suggestion for this new technology? VRS foveated rendering is also possible but the gains are much much lower since only saving at the pixel shading stage (see OpenXR Toolkit foveated rendering, low single-digit frame time gains). It has only very little downside on the CPU side however. Dynamic LOD foveated rendering would be the only option to help with CPU and vertex shading, but can only be implemented directly in the engine. I don't think anyone has ever attempted it. There aren't really other techs available (or please suggest for my review).
  8. Not clear if "hangs on the first splash screen" means in VR or not in VR (as in: did DCS successfully enter VR?). If in VR, then do you have Motion Reprojection enabled In OpenXR Tools for WMR? If so either: - Turn it off. Or - Toggle Enable Preview runtime.
  9. 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.
  10. (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.
  11. 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?
  12. 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.
  13. 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...
  14. 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!
  15. Support for? DFR? That's already supported since last month: https://github.com/mbucchia/Quad-Views-Foveated/wiki#compatibility
  16. 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.
  17. 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.
  18. 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).
  19. 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
  20. Might be worth mentioning the headset. These numbers look like Quad Views FFR, not Quad Views DFR(?)
  21. 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.
  22. 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.
  23. You can only get eye tracking on Quest Pro via Oculus, not SteamVR. If you use SteamVR you will get FFR.
  24. 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).
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