MilesD Posted March 26, 2018 Posted March 26, 2018 (edited) Is it me, or when you look at what DCS is rendering on your monitor vs what you can see in VR it seems that there is way more rendering going on than what is required by the Rift. During the RIFT blackout when I tried to run DCS the duel image view showing each eye came up on my monitor and it seemed much more appropriate for that copy to render then what we currently see on our monitor. Just curious Edited March 27, 2018 by MilesD Now shipping up to website Pre-Order Form date 2022/11/15 Pre-Order Form Submission https://pointctrl.com/preorder-form/ PointCTRL Support Discord https://discord.gg/jH5FktJ PintCTRL Website https://pointctrl.com/
lemoen Posted March 27, 2018 Posted March 27, 2018 Yeah you can see this effect when using night vision goggles. The display (left eye?) shows a chunk of display below the illuminated ring of the NVG but in the rift you can only see the ring. It would make sense to not render that part, maybe we can get a few frames extra?
Elwood Posted March 27, 2018 Posted March 27, 2018 In my opinion is needed. Having a rendered area larger then what you can see it's an huge advantage in terms of Rift motion performances. Means... when you slighting rotate your head the engine doesn't always need a new frame can actually pan on what is rendered. This gives a faster reaction time and a feeling of high FPS, means... no motion sickness.
Jabbers_ Posted March 28, 2018 Posted March 28, 2018 In my opinion is needed. Having a rendered area larger then what you can see it's an huge advantage in terms of Rift motion performances. Means... when you slighting rotate your head the engine doesn't always need a new frame can actually pan on what is rendered. This gives a faster reaction time and a feeling of high FPS, means... no motion sickness. Except that's not how it works, every frame is rendered, it doesn't decide to not render a frame cause you didn't move your head. Old school windows games (pre GPU) worked this way back before GPU powered graphic pipelines because your CPU had to do all the work, and that was slow, so they would render just the changed regions. But not DCS, not any current aged game. As for the OP, a lot of the top and bottom of the image rendering in VR is distorted due to the curvature of the lens, so its necessary and may appear that its over rendering, but either your face isn't close enough to the lens to see this space, the distortion from the lens is making it not appear. Twitch2DCS - Bring twitch chat into DCS. SplashOneGaming.com - Splash One is a community built on combat flight simulation. S1G Discord twitch / youtube / facebook / twitter / discord
Haukka81 Posted March 29, 2018 Posted March 29, 2018 (edited) Area rendered to large for Rift? Rift renders always higher rez and wider fov than is used in rift = image must be cropped and fitted because lens etc... I have good link somewhere, just wait Edit- https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/ that will get you bit right direction. Not best , but least there is some info, cant find better document now, its there somewhere :/ And btw: The Rift's render target is 2700x1600 (so even when you dont use PD , your rift is rendering much higer rez than its native. Because image must be fitted to round lens Sent from my iPhone using Tapatalk Edited March 29, 2018 by Haukka81 Oculus CV1, Odyssey, Pimax 5k+ (i5 8400, 24gb ddr4 3000mhz, 1080Ti OC ) [sIGPIC][/sIGPIC]
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