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VARJO AERO - DCS native OXR, OXRTK and offset cockpit cursor issues - FIXED!


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Posted (edited)

aero.jpg

On 2/3/2023 at 12:27 AM, mbucchia said:

There's no reason it would break MSFS.

To remove, you can find the instructions on the download page (see top post).

 

Do we lose anything by disabling quad rendering in the varjo aero ?

Edited by drsam

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Posted
On 1/28/2023 at 3:42 PM, fastf1nger said:

Yeah guys, let´s donate @mbucchia and send him BIG THANKS for his effort.

 

I am a reverb G2 user, and looking where I can donate. Cannot find paypal or something similar anywhere. Is is possible to donate to this (fantastic) project?

Posted (edited)
2 hours ago, drsam said:

Do we lose anything by disabling quad rendering in the varjo aero ?

I doubt it.  You don’t really need quad view for the Aero which only has dual screens especially for gaming purpose.  No other games output quad view (on the Aero) like DCS, none. 

Edited by Supmua

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Posted
On 2/5/2023 at 9:07 AM, drsam said:

image.jpeg

I notice no degradation to the image whatsoever using this fix. I think that particular statement you have quoted may be a little out of context. What's the source?

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Posted
23 hours ago, zildac said:

I notice no degradation to the image whatsoever using this fix. I think that particular statement you have quoted may be a little out of context. What's the source?

I was curious, too.  This is actually straight from the Varjo SDK documentation.  My pea-brain doesn't really understand all this, but I don't think they are implying you'd get better performance by submitting the quad view in a generic way (aka, how the native OpenXR implementation is currently doing it), rather, if you were implementing foveated rendering via the SDK.

Posted (edited)
I was curious, too.  This is actually straight from the Varjo SDK documentation.  My pea-brain doesn't really understand all this, but I don't think they are implying you'd get better performance by submitting the quad view in a generic way (aka, how the native OpenXR implementation is currently doing it), rather, if you were implementing foveated rendering via the SDK.
Yeah, way out of my area of expertise @mbucchia may be able to provide some far more educated insight in this regard. The four views statement confuses me given the Aero only has 2 panels.

Edited by zildac

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Posted (edited)
1 hour ago, zildac said:

Yeah, way out of my area of expertise @mbucchia may be able to provide some far more educated insight in this regard. The four views statement confuses me given the Aero only has 2 panels.

 

This is likely just an optimization. You've probably heard of the need to render at 1.4x of the panel resolution in order to achieve best quality (you can search "vr barrel distortion" for more info, this 1.4x is just an example and may vary). When doing that for the entire image (whole panel), this 1.4x factor will make the pixels at the center rendered at 1:1: of the needed resolution for best quality (because those pixels are stretched). However near the edges of the panel, you are also rendering at 1.4x, which is wasteful because less distortion happens there (those pixels might be compressed). I assume the quad viewports here are meant to avoid the "over-rendering" near the edges, and Varjo has some logic to partially push different content to different parts of their panel.

So it is basically a form of fixed foveated rendering.

However, for those who have tested DCS native OpenXR support _without_ my "disable quad views" hack, I don't think you have experienced any noticeable difference in quality/performance?

Worst case, I believe you should be able to achieve the same result through the use of fixed foveated rendering in OpenXR Toolkit.

Edited by mbucchia
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Posted
On 1/28/2023 at 5:12 AM, zildac said:

OXRTK TURBO MODE STILL BREAKS DCS, so leave it off.

Btw did you want to edit the top post to remove this? With 1.2.4, Turbo should be fixed now. Or let me know otherwise.

I wasn't banned, but this account is mostly inactive and not monitored.

Posted
10 hours ago, mbucchia said:

Btw did you want to edit the top post to remove this? With 1.2.4, Turbo should be fixed now. Or let me know otherwise.

Sure, will edit it. Yup, seems to work fine here when enabled now with the latest version of the toolkit.

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Posted
On 2/10/2023 at 12:55 AM, mbucchia said:

However, for those who have tested DCS native OpenXR support _without_ my "disable quad views" hack, I don't think you have experienced any noticeable difference in quality/performance?

Worst case, I believe you should be able to achieve the same result through the use of fixed foveated rendering in OpenXR Toolkit.

In my case, the performance is degraded by about one third without the "disable quad views" hack. Both CPU and GPU take a hit.

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Posted
1 hour ago, RedX said:

In my case, the performance is degraded by about one third without the "disable quad views" hack. Both CPU and GPU take a hit.

Wow this is huge. I had not heard of anyone getting such a notable difference.

I wasn't banned, but this account is mostly inactive and not monitored.

Posted (edited)
On 2/13/2023 at 11:26 PM, mbucchia said:

Wow this is huge. I had not heard of anyone getting such a notable difference.

Maybe I should test again, then, to rule out any random error. But, in any case, I doubt that removing the hack gives me improvement. 

EDIT: Verified without the hack, result on major slowdown persists, maybe by about a quarter (not 1/3). Plus graphics artifacts. With the hack installed, everything is normal.

image.png

Edited by RedX
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