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Posted

Hi,

With the HP Reverb G2 I'm getting a blue/white light on the edge of the screen. It's more profound during maneuvering and seems connected to the face mask setting. The blue/white light matches the projected mask area as seen on the monitor.

When MSAA is active the same area is colored black leading me to believe that the face mask is the culprit.

Is this a known bug or is it working as intended?

Thanks!

Posted

so its a know feature, and it gets some people more than others, either facial geometry or if you are using a interface to increase the FOV on the headset like the Frankenfov mod or VR cover or similar. You can modify the mask size in the Bazar\shaders\HMDMask.fx file:

- find the line:

float4 vsOctagonMask(in float2 pos:POSITION0): SV_POSITION0
{
	return float4(pos, 1, 1);
}

and reduce the values until the mask is "the right size for you" i use this:

float4 vsOctagonMask(in float2 pos:POSITION0): SV_POSITION0
{
	return float4(pos, 0.90, 0.90);
}

note however it will have a small detrimental impact on perf because you are rendering more pixels (broadly), you can try smaller increments 0.98 or whatever, but increasing the mask size above 1 does not help in any useful way and produces a bugged display.

  • Like 2

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  • 1 month later...
Posted

I have completely lost my mask, not sure what happened, I installed and uninstalled the openXR mod.

Now the mask area seems to be a rendered scene copy without terrain, rather than a black border.

Screen_220325_214635.png

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Posted
On 2/10/2022 at 5:31 AM, speed-of-heat said:

so its a know feature, and it gets some people more than others, either facial geometry or if you are using a interface to increase the FOV on the headset like the Frankenfov mod or VR cover or similar. You can modify the mask size in the Bazar\shaders\HMDMask.fx file:

- find the line:

float4 vsOctagonMask(in float2 pos:POSITION0): SV_POSITION0
{
	return float4(pos, 1, 1);
}

and reduce the values until the mask is "the right size for you" i use this:

float4 vsOctagonMask(in float2 pos:POSITION0): SV_POSITION0
{
	return float4(pos, 0.90, 0.90);
}

note however it will have a small detrimental impact on perf because you are rendering more pixels (broadly), you can try smaller increments 0.98 or whatever, but increasing the mask size above 1 does not help in any useful way and produces a bugged display.

This had never once crossed my mind... I also use the VR cover with the G2- would you say that modifying that file is basically a must if using that mod? Like, does it enhance the frankenmod/VR cover at all or is it purely to be used if you're having an issue with it?

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