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VR Shaders mod for better VR experience


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5 часов назад, Tusk.V сказал:

What improvements is everybody running? I have albedo set to 3=6x. Should I turn on anything else?

It's a modular and adjustable mod, so you decide what you want from it, description of the files is given to you. Play with parameters and find your way, simple as that.

Personally I use it to kill bloom, canopy reflections, reduce haze and apply albedo SS. Helps me to see things in VR better. I bet you others use different settings for different purposes, there is no "everybody" here. Performance-wise there is no much gain nowadays, so it should not be your concern.


Edited by Fiztex
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1 hour ago, Fiztex said:

It's a modular and adjustable mod, so you decide what you want from it, description of the files is given to you. Play with parameters and find your way, simple as that.

Personally I use it to kill bloom, canopy reflections, reduce haze and apply albedo SS. Helps me to see things in VR better. I bet you others use different settings for different purposes, there is no "everybody" here. Performance-wise there is no much gain nowadays, so it should not be your concern.

 

Likewise, for me, it's about the albedo, bloom, simple canopy glass and haze reduction more than any (virtually zero nowadays) performance improvement.

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  • 2 weeks later...

looks like you have installed the wrong version... try this one

 

 

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9 minutes ago, Fulgrim said:

I'm stuck when loading, and my PC is quite beefy, may this be related to the update? Thanks,

yes as always after updates - fxo and metashaders are taking long to rebuild for each map/scenario

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1 hour ago, Bazz_Mulder said:

Will this mod improve image in game?

No. This mod isn't about increasing quality, it is about increasing VR performance by tweaking things you barely notice in an HMD. If performance is fine for you then there is literally no reason to use it at all. (Besides which it's said that even in VR the performance benefit is very small these days.)

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  • 2 weeks later...

Uh, excuse me gentlemen 🙏 I think I need some help with a log here.....

Any help is appreciated thank you

 

 

(this situation should not occur on end user PC, if there is no manual shader editing)
2022-07-29 21:00:18.927 ERROR   DX11BACKEND: Can't find precompiled shader model/def_material.fx:BLEND_MODE=0;BONES_WEIGHTS_SIZE=4;DIFFUSE_UV=tc0;DIRECTX11=true;ENABLE_DAMAGE_ARGUMENTS;ENABLE_SKELETAL_ANIMATION;METROUGH_MAP;NORMAL_SIZE=3;TEXCOORD0_SIZE=2;USE_DCS_DEFERRED=1;.
2022-07-29 21:00:18.927 INFO    DX11BACKEND: Compile shader: model/def_material.fx:BLEND_MODE=0;BONES_WEIGHTS_SIZE=4;DIFFUSE_UV=tc0;DIRECTX11=true;ENABLE_DAMAGE_ARGUMENTS;ENABLE_SKELETAL_ANIMATION;METROUGH_MAP;NORMAL_SIZE=3;TEXCOORD0_SIZE=2;USE_DCS_DEFERRED=1;
2022-07-29 21:00:18.930 ERROR   DX11BACKEND: Can't open include file: /shaders/_HMD.hlsl.
2022-07-29 21:00:18.952 ERROR   DX11BACKEND: Can't open include file: /shaders/../../deferred/_HMD.hlsl.
2022-07-29 21:00:24.639 ALERT   DX11BACKEND: Error: Can't find precompiled shader for effect model/def_material.fx:BLEND_MODE=0;BONES_WEIGHTS_SIZE=4;DIFFUSE_UV=tc0;DIRECTX11=true;ENABLE_DAMAGE_ARGUMENTS;ENABLE_SKELETAL_ANIMATION;METROUGH_MAP;NORMAL_SIZE=3;TEXCOORD0_SIZE=2;USE_DCS_DEFERRED=1;.
Recompilation process will take some time, please wait
(this situation should not occur on end user PC, if there is no manual shader editing)
2022-07-29 21:00:24.673 ERROR   DX11BACKEND: Can't find precompiled shader model/def_material.fx:BLEND_MODE=1;BONES_WEIGHTS_SIZE=4;DIFFUSE_UV=tc0;DIRECTX11=true;ENABLE_SKELETAL_ANIMATION;NORMAL_SIZE=3;SPECULAR_UV=tc0;TEXCOORD0_SIZE=2;USE_DCS_DEFERRED=1;.
2022-07-29 21:00:24.673 INFO    DX11BACKEND: Compile shader: model/def_material.fx:BLEND_MODE=1;BONES_WEIGHTS_SIZE=4;DIFFUSE_UV=tc0;DIRECTX11=true;ENABLE_SKELETAL_ANIMATION;NORMAL_SIZE=3;SPECULAR_UV=tc0;TEXCOORD0_SIZE=2;USE_DCS_DEFERRED=1;
2022-07-29 21:00:24.676 ERROR   DX11BACKEND: Can't open include file: /shaders/_HMD.hlsl.
2022-07-29 21:00:24.698 ERROR   DX11BACKEND: Can't open include file: /shaders/../../deferred/_HMD.hlsl.
2022-07-29 21:00:29.554 ALERT   DX11BACKEND: Error: Can't find precompiled shader for effect model/def_material.fx:BLEND_MODE=1;BONES_WEIGHTS_SIZE=4;DIFFUSE_UV=tc0;DIRECTX11=true;ENABLE_SKELETAL_ANIMATION;NORMAL_SIZE=3;SPECULAR_UV=tc0;TEXCOORD0_SIZE=2;USE_DCS_DEFERRED=1;.
Recompilation process will take some time, please wait
(this situation should not occur on end user PC, if there is no manual shader editing)
2022-07-29 21:00:29.586 ERROR   DX11BACKEND: Can't find precompiled shader model/def_material.fx:BLEND_MODE=0;DIFFUSE_UV=tc0;DIRECTX11=true;ENABLE_DAMAGE_ARGUMENTS;NORMAL_SIZE=3;SPECULAR_UV=tc0;TEXCOORD0_SIZE=2;USE_DCS_DEFERRED=1;.
2022-07-29 21:00:29.586 INFO    DX11BACKEND: Compile shader: model/def_material.fx:BLEND_MODE=0;DIFFUSE_UV=tc0;DIRECTX11=true;ENABLE_DAMAGE_ARGUMENTS;NORMAL_SIZE=3;SPECULAR_UV=tc0;TEXCOORD0_SIZE=2;USE_DCS_DEFERRED=1;
2022-07-29 21:00:29.589 ERROR   DX11BACKEND: Can't open include file: /shaders/_HMD.hlsl.
2022-07-29 21:00:29.612 ERROR   DX11BACKEND: Can't open include file: /shaders/../../deferred/_HMD.hlsl.
2022-07-29 21:00:35.375 ALERT   DX11BACKEND: Error: Can't find precompiled shader for effect model/def_material.fx:BLEND_MODE=0;DIFFUSE_UV=tc0;DIRECTX11=true;ENABLE_DAMAGE_ARGUMENTS;NORMAL_SIZE=3;SPECULAR_UV=tc0;TEXCOORD0_SIZE=2;USE_DCS_DEFERRED=1;.
Recompilation process will take some time, please wait


Phantom Phorever

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  • 2 weeks later...
1 hour ago, D4rkness said:

Where can i find the latest version of the mod?

Really... 6 posts above this one

 

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10 hours ago, boquinauer said:

Is this mod still making any difference in performance playing DCS? I’ve noticed that it has been simplified. 

I think the performance gains realised now are negligible, however there are some other features of the MOD that are "nice" Albedo super sampling for example...

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33 minutes ago, zildac said:

I think the performance gains realised now are negligible, however there are some other features of the MOD that are "nice" Albedo super sampling for example...

Yes, performance gain are negligible (or not even noticeable) but as said some features like Albedo or haze reduction are still very useful.

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MAIN SYSTEM SPECS: MSI PRO Z690-A WIFI DDR4, Intel Corei7-12700K @ 5.0, 64Gb RAM Kingston KF3600C18D4/16GX, EVGA RTX 3080 FTW3 ULTRA GAMING 12GB, Samsung SSD 970 EVO Plus 1TB, Virpil T50CM3 Throttle, VKB Gladiator NXT Evo, VKB T-Rudder MKIV, Quest 2, Quest Pro

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  • 3 weeks later...
On 8/15/2022 at 10:55 AM, diamond26 said:

Yes, performance gain are negligible (or not even noticeable) but as said some features like Albedo or haze reduction are still very useful.

Aren't the same things (sharpening and haze reduction) done by @lefuneste01's 3dmigoto vr mod? I'm setting up DCS after a break for VR with the Index and was wondering what's used currently. Sharpening, haze reduction and IC check pass are a must.

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46 минут назад, StarLightPL сказал:

Aren't the same things (sharpening and haze reduction) done by @lefuneste01's 3dmigoto vr mod? I'm setting up DCS after a break for VR with the Index and was wondering what's used currently. Sharpening, haze reduction and IC check pass are a must.

Before OXRTK I was using 3dmigoto mod daily, but currently OXRTK + VR shaders combo is doing everything I need (sharpening + SS + color adjustment + haze reduction + bloom disabling). Even though you have Index which natively supports SVR, I'd try to play with OpenXR anyway to see what works better for you. E. g. I have Quest 2 and it's better in OXR than in native Oculus mode in DCS.. 

So, these are all great mods, but it's up to you what to do at the end. 3dmigoto does indeed have some unique features, but every injector asks for resources, so find the combo you like the most. 


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OXR many things haze reduction alas, is not one of them, nor is shadow reduction, nor cluster reduction, etc... 

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  • 3 weeks later...

Hey Speed, I'm trying to get it to pass IC. I saw you mention something about it a few pages back but there wasn't much of an explanation. 

Shadow reduction and haze reduction was my main reason for using it but I enjoy using everything in here. What do I need to do to get it to pass IC?

Appreciate any help I can get! 

 

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I no longer use this mod,  for haze reduction and shadow reduction I use:

from memory, you would have to be able to mod atmosphere.hlsl to reduce haze via kegetys and I think that will cause an IC fail, I might be wrong, it has been a looong time since I last looked at this.

SYSTEM SPECS: Hardware Intel Corei7-12700KF @ 5.1/5.3p & 3.8e GHz, 64Gb RAM, 4090 FE, Dell S2716DG, Virpil T50CM3 Throttle, WinWIng Orion 2 & F-16EX + MFG Crosswinds V2, Varjo Aero
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20 minutes ago, speed-of-heat said:

I no longer use this mod,  for haze reduction and shadow reduction I use:

from memory, you would have to be able to mod atmosphere.hlsl to reduce haze via kegetys and I think that will cause an IC fail, I might be wrong, it has been a looong time since I last looked at this.

I have used that in the past, maybe I'll give it another go. I hated having to start that cmd window before every time I played though.

Would you happen to know WHICH of the files in this mod would cause it? Or a good guess at least? If that passes, this technically should too...

atmosphere.hlsl -- Disable atmosphere for things close to camera.  Haze
bloom.fx -- Disable bloom
blurCompute.fx -- Disable bloom
Compose.fx -- Removed one GBuffer
Compose.hlsl -- Read multi-sampled terrain shadows
histogramCompute.fx -- Simplified histogram calculation
shadows.hlsl -- Use less samples in shadow mapping
Tonemap.fx -- Disable bloom.  NVG gain control.  Enable dithering to reduce banding.

ils151.hlsl -- Mip bias adjustment for sharper text

diffuse.hlsl -- Albedo texture supersampling
forward_def_ps.hlsl -- Simple transparent object shading (propellers, smoke, etc.)
glass.hlsl -- Simplified canopy glass

NVD_common.hlsl -- NVG gain control.  Size of the NVG scope.  Vertical position of the NVG scope
NVD_HDR.fx -- NVG gain control.  NVG noise strength.  NVG noise threshold for "hot" pixels.  Vertical position of the NVG scope

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atmosphere compose.hlsl ils151 diffuse forward_de_ps and glass nvd common and nvd hdr will all cause a fialure of IC , so will others 

this file (should) pass IC 

https://forum.dcs.world/applications/core/interface/file/attachment.php?id=247708&key=607b543537fc0be5580fbde6eb5090c5

look at the file names i have added -- to they all cause an IC fail

SYSTEM SPECS: Hardware Intel Corei7-12700KF @ 5.1/5.3p & 3.8e GHz, 64Gb RAM, 4090 FE, Dell S2716DG, Virpil T50CM3 Throttle, WinWIng Orion 2 & F-16EX + MFG Crosswinds V2, Varjo Aero
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Updated for DCS 2.7.18.30348

Included filelist.txt which shows you what each file does.  You may delete ones you don't use for faster loading.  You must not delete _helper.hlsl and _HMD.hlsl however.

DCS VR Shaders mod for 2.7.18.30348.zip

Notes

  • This version is for compatibility only.  Purpose of this version is to keep as much of Kegety's original as possible.
  • As before, this version will have big compiling time when first launched.  FXO and Metashader2 workaround still works.
  • Some shader files had to be removed for compatibility as they are based on pre 2.7 shaders.
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