mbucchia
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Everything posted by mbucchia
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SteamVR Link - introduces dynamic foveated rendering...maybe
mbucchia replied to Mr_sukebe's topic in Virtual Reality
No, this isn't foveated rendering. Steam Link is doing foveated encoding (also known as foveated compression or foveated transport). Foveated encoding only affects the image compression before sending it to the headset. It does not have any impact at all on performance (which is the whole point of foveated rendering). PS: Note that by default, SteamVR does not pass the eye tracking data to the application in a way that it can be used. So QVFR will not be able to use the eye tracking from Steam Link. In order to fix that, you must download the latest version of OpenXR-Eye-Trackers (which is something you install along with QVFR, not a replacement) and follow the instructions to enable Steam Link eye tracking forwarding. -
Varjo Aero DFR - Varjo-Foveated vs. Quad Views Foveated
mbucchia replied to mmike87's topic in Virtual Reality
The way settings are done between Varjo-Foveated and Quad-Views-Foveated is much different (this is because of Varjo's odd way to manage resolutions via their PPD settings, which have different meaning in stereo mode than in Quad views mode). So you likely ran Quad-Views-Foveated with lower settings than Varjo-Foveated. If you want to keep things simpler, Varjo-Foveated is definitely the way to go on a Varjo headset.- 7 replies
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Varjo Aero DFR - Varjo-Foveated vs. Quad Views Foveated
mbucchia replied to mmike87's topic in Virtual Reality
It definitely works as explained (ie QVFR needed for OpenXR Toolkit). Sadly, there is a bug in the Varjo software that makes eye tracking not always working with QVFR. Not something I can fix. You can try and see if you are subject to this bug (it seems to randomly affect certain users).- 7 replies
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Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
Report this bug to ED. This isn't something I can fix/comment on. -
OpenXR Toolkit Companion - menu is not showing
mbucchia replied to SilentOtto's topic in Virtual Reality
This issue seems to have nothing to do with OpenXR Toolkit. Are you able to run the game in VR with OpenXR and not OpenXR Toolkit? -
@NineLine @BIGNEWY can you look into the conditions that could be causing this for @Dragondal and @IvanG 2023-10-27 19:52:32.635 ERROR SCENERENDERER (17708): Failed assert `depthBuffer.getDims() == dims && depthBuffer.getMSAA() == msaa` at D:\Projects\Buildworker\nevada_testing\build\Projects\render\renderer\Include\rwrappers\inl/FrameBuffer.inl:339 2023-10-27 19:52:32.635 ERROR DX11BACKEND (17708): depth buffer mainDepthBuffer2 (848x872) must be the same size as color targets (752x776) 2023-10-27 19:52:32.635 ERROR DX11BACKEND (17708): Failed assert `false && "depth buffer must be the same size as color targets"` at Projects\render\dx11backend_win8\Source\DX11FrameBufferManager.cpp:101 This condition about depth buffer resolution mismatch only seems to happen when these 2 users are using quad views rendering with OpenXR. The reported resolution do not even match those of the quad views recommended image rect, therefore it's not explainable how a bug in the OpenXR runtime / OpenXR implementation of quad views may be causing it. My suspicion is on an uncommon setting in DCS causing a bug in the engine specifically when the engine uses quad views. Thanks.
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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.
