

mbucchia
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Everything posted by mbucchia
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Try turning off Hardware Accelerated Graphics Scheduling (HAGS) in the windows graphics settings. Pimax no likey that option.
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Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
You have DLSS overlay/developer mode enabled, which isn't related to.QVFR. Open registry at HKEY_LOCAL_MACHINE\SOFTWARE\NVIDIA Corporation\Global\NGXCore Set the key ShowDlssIndicator to 0 -
Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
Use OpenXR Toolkit for screenshots. They will be taken after the foveation process, which will therefore include the high resolution rendering as well. -
Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
Omg this is NOT THE DLSS THREAD. Please find another place for these discussions. -
Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
It only happens for the first 100 frames and can be ignored. If you really want to get rid of it, you can enable Hand Controllers in the DCS menu. Highly doubt this is related to your performance issue (or that QVFR is in general). -
Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
yes @recoilfx is correct. With quad views you save a lot of on your GPU, but it requires more CPU to submit the 2 extra views. This can be optimized in the game engine, but not trivial (and it doesn't look like DCS is equipped to do this optimization). -
Best way to measure GPU and CPU frametime with OpenXR?
mbucchia replied to Willie Nelson's topic in Virtual Reality
What is Quad Views rendering? · mbucchia/Quad-Views-Foveated Wiki (github.com) -
Thanks for the report. We already fixed this issue internally btw. The Oculus compatibility layer thing is also a thing we've added (it's not needed for DCS but it is for some other games).
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Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
It would probably help if you could take screenshots (OpenXR Toolkit can capture this effect). Something like looking directly at the sun makes it obvious IIRC? -
Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
It doesn't have to be confusing. QVFR will always _output_ to the resolution dictated by the platform (accounting for the focus region supersampling if needed), in this case whatever you have set in Oculus app. You can always check the log file for QVFR, it will tell you exactly what is happening: 2023-09-21 16:06:03 -0700: Recommended peripheral resolution: 720x792 (0.500x density) 2023-09-21 16:06:03 -0700: Recommended focus resolution: 720x712 (1.000x density) 2023-09-21 16:06:03 -0700: Stereo pixel count was: 4561920 (1440x1584) 2023-09-21 16:06:03 -0700: Quad views pixel count is: 2165760 2023-09-21 16:06:03 -0700: Savings: -52.5% (sorry these numbers are ridiculously low but you get the point) About FOV tangent, I can't say for sure whether that works, but you also probably don't need it. QVFR makes your peripheral region low-enough that FOV tangent shouldn't help that much. Monitor resolution shouldn't matter very much unless you have a very old system and a GPU with very low VRAM. I assume your 3090 has 12 GB so it's probably fine to not worry about it. -
Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
Yes these issues are only DCS, and as mentioned only ED can fix them. You can try Pavlov VR if you have it on Steam, it works perfectly and it's literally impossible to see the focus area's edges. -
Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
NO. The night vision was fixed by ED in 2.9. It is NOT a correct way to tell if eye tracking is working. The correct way is to follow the troubleshooting instructions on the project page. -
I'll add some pointers to get started. If you installed the previous "standalone beta 0.6.0", you should uninstall it from Add or remove programs first. Instead grab the latest Virtual Desktop from your app store (1.29.7.). ACTIVATING VDXR Make sure VDXR is selected as the OpenXR runtime in the Virtual Desktop settings. TROUBLESHOOTING If all is working well, you will see VXDR as the runtime in the Virtual: Desktop overlay: VDXR should be compatible with all my other OpenXR mods (such as OpenXR Toolkit and Quad View Foveated). If you are having issues, just do the usual: try Safe Mode, resetting settings, or disabling any mod. Log file for VDXR is created at %ProgramData%\Virtual Desktop (you can copy/paste that directly into File Explorer) and is called OpenXR.log. If you’re going to bring issues to me, you must include this file otherwise no support will be provided. Does it work with other apps? YES, see the list here: Application Compatibility · mbucchia/VirtualDesktop-OpenXR Wiki (github.com)
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Do you have Ultraleap by any chance? Their OpenXR support is completely broken at the moment and causes an error with the same signature.
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Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
Sorry but can you guys go discuss this on one of the 15 threads about DLSS -
Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
The difference between 1.1.2 and 1.1.3 is a single trivial operation that happens within the first second of loading. I'd recommend you repeat that experiment a few times, because there is no logical explanation to your statement. -
This might be a "you thing". I have multiple testers using it without issues. Also, I see you are on Quest Pro, if you are using Quad-Views-Foveated then you don't want to enable Turbo in OpenXR Toolkit, per instructions. Unfortunately your report not really providing any usable/actionable information, such as log files or the complete lineup of software you are using.
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Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
I can't use partial logs. Need full logs. You don't need to uninstall anything. Installing a new version overwrites the previous one. > Just released a new build 1.1.3 that fixes the remaining issues with DCS 2.9. -
Correct. I updated the instructions on my wiki earlier today to remove this note/limitations.
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Those updates in Quad-Views-Foveated are only affecting small bits of code during game initialization, specific to initialization of the eye tracking. They have no effect on performance. What I'm told is that 2.9 appears to be heavier on CPU, which isn't something that plays well with quad views. You're probably getting CPU limited now and this is causing your performance issues.
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Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
Just released a new build 1.1.3 that fixes the remaining issues with DCS 2.9. -
Best way to measure GPU and CPU frametime with OpenXR?
mbucchia replied to Willie Nelson's topic in Virtual Reality
this is because quad views has its own Turbo Mode enabled by default (for ppl who don't want OpenXR Toolkit). You can disable Turbo in quad views and enable it in OpenXR Toolkit instead, this will fix the frame times measurement in OpenXR Toolkit -
Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
These are game bugs unfortunately. You'll have to direct your reports to ED. There were other lighting bugs before 2.9 as well. Idk if the one you are observing is really new.