

mbucchia
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Everything posted by mbucchia
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Pimax Crystal with Eye Tracking Finally got it working
mbucchia replied to Justin1Ntime's topic in Virtual Reality
DCS bug. Please send grievance to ED. This issue existed for month. -
Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
Regarding the DCS 2.9 update, if you are experience an issue with Quad-Views-Foveated where the application might crash/hang or the eye tracking is not available, please update to version 1.1.2 1.1.3 that was just released. The error in the log file looks like this: XrResult failure [XR_ERROR_ACTIONSET_NOT_ATTACHED] EDIT: It appears that the issue persists for certain users even with 1.1.2. It will take longer to fix all the scenarios. KNOWN TO WORK: - Varjo-Foveated (obviously Varjo only) - Quad-Views-Foveated + Oculus Link (must uninstall OpenXR-Eye-Trackers) - Quad-Views-Foveated + VirtualDesktopXR KNOWN TO NOT WORK - SEE WORKAROUND BELOW - Quad-Views-Foveated + Varjo - Quad-Views-Foveated + OpenXR-Eye-Trackers (eg: SteamVR or Virtual Desktop) - Quad-Views-Foveated + PimaxXR WORKAROUND > if you find that eye tracking has stopped working, go in to the in game settings, in the VR tab check the box to enable hand controllers, you dont have to ever use them, just have them enabled EDIT2: Version 1.1.3 released with further fixes. -
Not broken here. I run DCS ST with OpenXR for WMR on my G2 routinely.
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Pimax Crystal with Eye Tracking Finally got it working
mbucchia replied to Justin1Ntime's topic in Virtual Reality
It's all in the instructions of the Quad-Views-Foveated tools. Disable Lens Effects in the game settings. -
You installed this software I assume, and did not read the instructions all the way: https://github.com/mbucchia/Quad-Views-Foveated/wiki/DCS-World > A bug in DCS World causes bothersome visual glitches when using NVG. You may use Tacca's NVG mod for a more usable experience That Tacca mod solves the issue though IIRC you need to also set something in their config file, about "render mode".
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Pimax Crystal with Eye Tracking Finally got it working
mbucchia replied to Justin1Ntime's topic in Virtual Reality
Not preferred if quality is your goal. But if performance is your goal, then that is fine. -
Pimax Crystal with Eye Tracking Finally got it working
mbucchia replied to Justin1Ntime's topic in Virtual Reality
I see, You said "I had my DFR set to maximum" hence confusion that you were also speaking of the FR settings in PiPlay. yes the render quality setting does matter, it dictates the final resolution that quad views will use. So for example quad views is set to focus_multiplier=1 that number of relative to the render quality resolution (but in terms of pixel density in the foveated region). -
This isn't meant to be shared outside of my Discord. Share the link to discord, not the attachment. The discord message comes with very specific instructions, that your attachment does not include. In addition, requiring users to go to my discord makes sure they will ask questions there instead of bugging the Virtual Desktop developers. Don't you think that if I wanted the build to be public outside my Discord, I wouldn't have just uploaded it on website?
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X-Plane 12 is a little bit special in that they do use Vulkan for rendering but they are still submitting frames to the platform via DX11. It's very similar to what the tool I linked above does, it's just integrated directly into X-Plane.
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Vulkan was always supported on WMR via SteamVR. This had worked for years. Whether the app uses OpenVR or OpenXR via SteamVR. The official plans for Vulkan support in OpenXR for WMR were scrapped during Microsoft layoffs etc. But you can use this: https://github.com/mbucchia/OpenXR-Vk-D3D12 This has been working with several games already, including BeamNG.drive. It should work with DCS once they support Vulkan (and if not it might just be a matter of a small Hotfix from me). Had we implemented Vulkan directly in the OpenXR for WMR code, this would have been the exact same implementation, which is ridiculously efficient as explained on the website
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Pimax Crystal with Eye Tracking Finally got it working
mbucchia replied to Justin1Ntime's topic in Virtual Reality
The FR settings in Pimax Play (you kept mentioning "Maximum" so I assume you are talking about those settings) don't do anything with OpenXR games. Settings for quad views DFR are completely different and documented on the website where you downloaded the tool from. -
I'm not saying you're not having a problem, but trust me OpenComposite isn't your problem. Please delete OpenComposite already, as clearly it is not helping and only confusing you. You saying that Quad Views worked last week is irrefutable evidence that you were NOT using OpenComposite. So remove it from the equation. Make sure you start DCS in multi-threaded (MT) mode. This mode only supports OpenXR and therefore cannot and will not use OpenComposite. This mode is a requirement for Quad Views to work. Download OpenXR Explorer and capture its full output and post it here.
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Quad view never worked with OpenComposite and never will. So idk what you can possibly be talking about. "These aren't the Droids you're looking for" Please seriously ditch OpenComposite already. DCS has native support for OpenXR now and there is no good reason you may need OpenComposite. Quad views only works without OpenComposite OBSMirror works fine without it too. Using OpenComposite when your game has native OpenXR support brings nothing and is asking to have problems.
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Mayday! Varjo Aero cockpit cursor calibration out of whack.
mbucchia replied to Mad Dog 762's topic in Virtual Reality
This works too, but this isn't the best solution for Varjo users. Using quad views with MT (to fix the the cursor issue) and https://github.com/mbucchia/Varjo-Foveated/wiki is where the money's at! -
Isn't DLAA just DLSS without upscaling? Ie: you won't gain any perfomance, you will actually lose a little bit, because the game won't render any faster (same resolution) and you are actually adding an extra AA pass. So it all depends what you are trying to achieve, but AFAICT, if you are seeking performance, DLAA isn't for you.
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Mayday! Varjo Aero cockpit cursor calibration out of whack.
mbucchia replied to Mad Dog 762's topic in Virtual Reality
Sounds like the infamous cursor bug with Varjo Quad Views. Can be fixed by using the multi-threaded (MT) version of DCS. -
Yes. There is instructions on the wiki for that.
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Dynamic Foveated Rendering - Everything in one page
mbucchia replied to mbucchia's topic in Virtual Reality
From the log: 2023-09-29 09:56:46 -0500: xrCreateSession: XrResult failure [XR_ERROR_RUNTIME_FAILURE] Origin: OpenXrApi::xrCreateEyeTrackerFB(session, &createInfo, &m_eyeTrackerFB) Source: D:\a\Quad-Views-Foveated\Quad-Views-Foveated\openxr-api-layer\layer.cpp:1976 2023-09-29 09:56:46 -0500: xrCreateSession failed with XR_ERROR_RUNTIME_FAILURE Which is listed in the Troubleshooting guide: Troubleshooting · mbucchia/Quad-Views-Foveated Wiki (github.com) null For short you did not follow all the instructions needed to enable Developer Mode on the Quest, probably missed the phone part. To your defense, Oculus made this absolutely ridiculously complicated for no good reason. Almost like they don't want you to use the feature... -
You don't download OpenXR, it's a feature your platform already supports. All you have to do is enable it, which is explained in the first 2 posts of this thread.
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I believe this is solved by reordering of loading order between Quad-Views and XRNS. At least that did the trick between Quad-Views and OXRMC. Are you using the latest Quad-Views-Foveated (1.1.1)? I made a change to the installer specifically for that, I'm curious whether it fixes the problem.
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Said tool is out now: Home · mbucchia/OpenXR-Eye-Trackers Wiki (github.com) Install side-by-side with Quad-Views-Foveated (current version works with it). Yes this is spread in two tools, because eye tracking support isn't specific to Quad Views, and some people may want to use eye tracking for other stuff.
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Then you will need to live without your desktop in VR... There is currently no alternative outside of SteamVR.
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Beware about the term "standalone" which in the industry mostly refers to "app running on the headset (as opposed to PC)". If you are using Quad-Views-Foveated, then I assume you are using PimaxXR - which is an OpenXR implementation that "ditches SteamVR". If you want to keep using SteamVR, you may simply not use PimaxXR (toggle back to SteamVR in the PimaxXR Control Center app). However if you do that, you will need to install an additional program in order to do eye tracking with SteamVR (because SteamVR does not support eye tracking): Home · mbucchia/OpenXR-Eye-Trackers Wiki (github.com) So for short, if you want to keep using SteamVR AND also benefit from Quad-Views-Foveated, you need to: 1) Disable PimaxXR and toggle back to SteamVR 2) Have Quad-Views-Foveated installed 3) Have OpenXR-Eye-Trackers installed
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Heads up for folks using Quad-Views-Foveated on Pro - there is an upcoming update that will enable Virtual Desktop brand new eye tracking support. I'll post about it when it's out.