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NEW: Universal VR shader


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8 hours ago, zildac said:

You need to use the dxgi.dll from the original archive, it's a known issue at present. Also ensure you either make the following change in the ReShadePreset.ini OR use the check box at the bottom of the GUI menu (HOME key) to do the same thing, otherwise the sharpening will look pants. Remember that if you change the ini file in the DCS bin directory OR use the UI if you disable the mod and reenable it the change will be overwritten. Personally I would disable the mod, make the change in the OvGME mod folder version of the file and then you should be good.

 

PreprocessorDefinitions=
Techniques=VRSharpenColor@VR_CAS_Color.fx
TechniqueSorting=VRSharpenColor@VR_CAS_Color.fx

[VR_CAS_Color.fx]
Brightness=0.999000
CASContrast=0.700000
Contrast=1.001000
MaxDelta=0.100000
Saturation=1.100000
Sharpening=1.700000
SharpeningRadius=0.500000
SingleImage=0

 

I did the dxgi.dll as you noted.  working just fine.  what an incredible mod this is!  really has stepped up DCS VR for me.  awesome thread!

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Reading the positive reviews, I tried;

I've a Rift S, started in Steam VR mode using Skatezilla's utility, installed Reshade mod, increased sharpen and decreased saturation in .ini file.

All work well, except an heavy performances reduction, probably caused by the combination of SteamVR and Oculus.

 

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I was doing some tests with this mod (really awesome), and wanted to try again MSAA. But if I enable it or disable from DCS, the final result is the same. As Imacken says, it is very noticeable in the A2A radar DDI.

 

My base settings are from SOH, but I enabled AA in the control panel. I have  also changed the settings to their default values. But nothing.

 

Does something changed?

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hi, am using the first git hub link files, but DCS crashes on start up....any ideas why please?

 

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you have installed it in the right place ? 

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10 hours ago, javelina1 said:

I did the dxgi.dll as you noted.  working just fine.  what an incredible mod this is!  really has stepped up DCS VR for me.  awesome thread!

 

I also made the same changes to the Nexus version and it now works perfectly.

 

 

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18 hours ago, captainHelmet said:

I'm new to reshade.  Has anyone tried to install new shaders in conjunction with this?  Is this a way to get access to some newer Anti Aliasing tech?

 

For now, there's no worthwhile anti-aliasing through Reshade that'll decrease shimmering on buildings or water without taking up the same amount of performance as DCS' own MSAA. So while you can get SMAA and FXAA to work, their performance toll (at a reasonable sharpness) will be higher and the image quality lower than just using 2x MSAA. I've tried so many combinations but it's just not as good as MSAA in DCS. In short:

 

Well Yes, But Actually No | Know Your Meme

 

I'm not entirely sure what you mean by "new shaders in conjunction with this." Most other .fx files from normal Reshade builds work fine, and I'm using the VR Shaders mod obviously, works perfectly fine.


Edited by Woona
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5 hours ago, Topo said:

Reading the positive reviews, I tried;

I've a Rift S, started in Steam VR mode using Skatezilla's utility, installed Reshade mod, increased sharpen and decreased saturation in .ini file.

All work well, except an heavy performances reduction, probably caused by the combination of SteamVR and Oculus.

 

From another user in VR4DCS discord: https://gitlab.com/znixian/OpenOVR/-/blob/master/README.md Try this and you will see a real difference. That’s the way it should have been all along !

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5 hours ago, Nahemoth said:

I was doing some tests with this mod (really awesome), and wanted to try again MSAA. But if I enable it or disable from DCS, the final result is the same. As Imacken says, it is very noticeable in the A2A radar DDI.

 

My base settings are from SOH, but I enabled AA in the control panel. I have  also changed the settings to their default values. But nothing.

 

Does something changed?


Just an update, I have changed the MSAA mask to 1.0, with the same result.

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34 minutes ago, diamond26 said:

From another user in VR4DCS discord: https://gitlab.com/znixian/OpenOVR/-/blob/master/README.md Try this and you will see a real difference. That’s the way it should have been all along !

what difference does it make, clarity, performance ?

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Just now, speed-of-heat said:

what difference does it make, clarity, performance ?

It’s much lighter (in GPU use) compared to StreamVR which is very important for Quest 2 using link at least. 

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53 minutes ago, diamond26 said:

It’s much lighter (in GPU use) compared to StreamVR which is very important for Quest 2 using link at least. 

so it only works on Oculus ? 

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7 minutes ago, speed-of-heat said:

so it only works on Oculus ? 

I guess not as it replaces SteamVR. But for sure it's very helpful for Quest2 users.

 


Edited by diamond26

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This thread is beyond confusing!  

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26 minutes ago, speed-of-heat said:

so it only works on Oculus ? 

 

19 minutes ago, diamond26 said:

I guess not as it replaces SteamVR. But for sure it's very helpful for Quest2 users.

 

 

Nah it only works for Oculus. It's an implementation of OpenVR that uses the Oculus API.

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I will see about adding in a tute to my 3090 settings thread

 

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55 minutes ago, imacken said:

This thread is beyond confusing!  

Which version you on ? I am on version 1..565769769 beta also I only use 16 different mods and another 18 shader mods also for good measure I have 11 dcs installs  hope this helps.

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On 3/29/2021 at 7:07 PM, Supmua said:

I’ll have to check this out and see if it works with DCS.  Heard that it is a game changer with a lot of VR games yielding sharp images negating the need for supersampling.

 

This post just kinda popped into my head here tonight. 
I tried dragging my res down a tack, from 5332 x 5924 to 4768 x 5300. I use MSAA x2 anyway, so my supersampling is exclusively for spotting targets and making out distant details. With CAS that's obviously a lot better and more efficient, so I dropped my res from my usual beyond-diminishing-returns point to something more fair. The following is empirical, but I can spot trees and buildings precisely the same as before and can't say I feel like there's a difference between the pictures produced between the two resolutions. Can deffo recommend trying to drop your supersampling if you're like me and usually run at a pretty high SS.

 

 

With this lower setting + CAS, I can increase my tree vis setting to 100% and still see a 5FPS increase to avg and 90th percentile, or leave things as-is and see an uptick all the way to 104fps avg: 

image.png

 

I'll poke around with it a bit more later, but if anyone else here who usually supersamples pretty high wants to try the same thing, I'd love to hear your impressions.


Edited by Woona
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6 hours ago, imacken said:

This thread is beyond confusing!  

 

I am with you there. Glad I still have my virgin install...

😉

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5 hours ago, dburne said:

 

I am with you there. Glad I still have my virgin install...

😉

The way I see it in a nutshell:  The Universal VR shader (CAS) is offering better clarity and performance gains. If you are a Quest 2 user you will benefited if you use the Open Composite approach instead of SteamVR ( which was initially the only way to run the Universal VR reshade with Quest 2) 

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13 hours ago, imacken said:

This thread is beyond confusing!  

Everything about VR is confusing. It keeps me from going SteamVR supported headsets. Way to much stuff to mess around with.

My Rift S is just plug and play compared to that.

 

7 hours ago, dburne said:

 

I am with you there. Glad I still have my virgin install...

😉

 

There's nothing to worry if you want to try it out. Just drop the files in the right directory, nothing is overwriten. Want to remove it, just delete those (and one created file when you run it) and your virginity is back. Piece of cake!

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I have updated my settings to include the universal shader, the link is in my sig block 

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1 hour ago, Lange_666 said:

Everything about VR is confusing. It keeps me from going SteamVR supported headsets. Way to much stuff to mess around with.

My Rift S is just plug and play compared to that.

I wouldn't totally agree with that. Most of the chat on this forum is about tweaks.  Several years ago when I had a Rift, there were lots of tweaks there as well.

If you want plug and play with SteamVR/WMR, then just install the software and use the default settings, which are perfectly OK, and you are pretty much ready to go.

It's this thread I find totally confusing. For me, I install the mod, initially tweaked the sharpness/brightness etc., then settle down to use it.  I don't really get the page and pages of discussion on it, but it's probably just me!

 

1 hour ago, Lange_666 said:

There's nothing to worry if you want to try it out. Just drop the files in the right directory, nothing is overwriten. Want to remove it, just delete those (and one created file when you run it) and your virginity is back. Piece of cake!

Just to add to that, if you use Open Mod Manager (my mod manager of choice by the author of OvGME) or any other mm, then it's a 2 second job to install/uninstall.


Edited by imacken

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I can confirm that works very well with the Odyssey Plus headset:)  I'm using these settings from the post above..  Is there someway to add the mod that changes shape of the windows being drawn for VR?

 

PreprocessorDefinitions=
Techniques=VRSharpenColor@VR_CAS_Color.fx
TechniqueSorting=VRSharpenColor@VR_CAS_Color.fx

[VR_CAS_Color.fx]
Brightness=0.985000
CASContrast=0.600000
Contrast=1.00100
MaxDelta=0.100000
Saturation=1.100000
Sharpening=1.700000

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