actually_fred Posted April 5, 2022 Posted April 5, 2022 (edited) DCS submits an ovrLayerType_EyeFovDepth layer via ovr_SubmitFrame2 (this might be ovr_SubmitFrame or ovr_EndFrame in the source); the depth data in this layer appears to be incorrect. The most visible impact of this is that the performance HUD options in the oculus debug tool do not work with DCS. As I understand it, this will also have an impact on perceived performance and 'smoothness': accurate depth data is required for positional timewarp and for ASW 2.0; missing depth data should disable these techniques entirely, but it's not clear what incorrect depth data will do - at least, it seems unlikely they will work as intended. Both OpenKneeboard and VRKneeboard work around this by removing the depth data; in OpenKneeboard's case, this is done by copying into an ovrLayerType_EyeFov. Edited April 5, 2022 by actually_fred clearer explanation of dropping the depth data 1 My projects: OpenKneeboard - VR and non-VR kneeboard with optional support for drawing tablets; get help HTCC - Quest hand tracking for DCS; get help If you need help with these projects, please use their 'get help' links above; I'm not able to track support requests on these forums.
edmuss Posted April 5, 2022 Posted April 5, 2022 Could this be linked to some of the reprojection issues with OC_ACC? Jabbah had mentioned the artifacting on the menus was due to a missing depth buffer? Ryzen7 7800X3D / RTX3080ti / 64GB DDR5 4800 / Varjo Aero / Leap Motion / Kinect Headtracking TM 28" Warthog Deltasim Hotas / DIY Pendular Rudders / DIY Cyclic Maglock Trimmer / DIY Abris / TM TX 599 evo wheel / TM T3PA pro / DIY 7+1+Sequential Shifter / DIY Handbrake / Cobra Clubman Seat Shoehorned into a 43" x 43" cupboard.
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