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Alternative to stereo_mode_use_shared_parser?


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Posted

I have to use stereo_mode_use_shared_parser so that the clouds, trees and buildings render correctly in both eyes (silver/shimmer/etc causes eye strain).

 

Unfortunately, this means some cockpit lights only render in one eye making night missions impractical.

 

Anyone know if there is an option to have lights and objects rendered properly in both eyes in VR? (SteamVR + Reverb G1)

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Posted
2 hours ago, Dunx said:

I have to use stereo_mode_use_shared_parser so that the clouds, trees and buildings render correctly in both eyes (silver/shimmer/etc causes eye strain).

 

Unfortunately, this means some cockpit lights only render in one eye making night missions impractical.

 

Anyone know if there is an option to have lights and objects rendered properly in both eyes in VR? (SteamVR + Reverb G1)

 

Hmm... that should have nothing to do with shimmering.  It basically doesn't render what's behind you.  It doesn't change how they're rendered.  It's performance feature.

I haven't seen improvement from it for last couple updates however so I stopped using it.

Posted

Thanks for the reply.  I will try and explain further.

 

With stereo_mode_use_shared_parser set to true, objects are rendered correctly in both eyes, the 3D environment looks normal (except for some lighting).

 

With stereo_mode_use_shared_parser set to false, some objects are not rendered in the left eye, or are shifted to one side.  These objects look odd... silvery, shimmery, or like old school anaglyphs where the model moved between photos.  Sorry, it is hard to describe.

 

Not all the elements in the scene are like this, just certain mountains, buildings or sets of trees. Even worse if I enable shadows.

 

 

ROG Z690 Hero ● i9-12900K 5.5GHz ● Giggy RTX 3090 OC ● 32GB 4800MHz ● Firecuda M.2s ● Reverb G2 ● Win11Pro //// A10CII ● AH64D ● AJS37 ● AV8BNA ● C101 ● CEII ● F16C ● F5EII ● F86F ● FA18C ● FC3 ● I16 ● KA50 ● M2000C ● MI8 ● P47D ● SA342 ● SPIT ● UH1H ● Y52

Posted (edited)

I conducted several tests using different graphics options.

 

The issue presents as a miss-aligned band at a specific distance in the 3D world.


Changing the Visb Range system option moves the miss-aligned band towards or away from the horizon. Some Visib Range settings intorudce a second band near the horizon.

 

Again, this issue is resolved by enabling stereo_mode_use_shared_parser.

Edited by Dunx

ROG Z690 Hero ● i9-12900K 5.5GHz ● Giggy RTX 3090 OC ● 32GB 4800MHz ● Firecuda M.2s ● Reverb G2 ● Win11Pro //// A10CII ● AH64D ● AJS37 ● AV8BNA ● C101 ● CEII ● F16C ● F5EII ● F86F ● FA18C ● FC3 ● I16 ● KA50 ● M2000C ● MI8 ● P47D ● SA342 ● SPIT ● UH1H ● Y52

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