Bosun Posted August 25, 2023 Posted August 25, 2023 13 hours ago, draconus said: No, you can just focus your eyes on anything beyond the glass in VR. Impossible to implement on monitor - even with eye tracker the game only knows the area you're looking at but cannot know what distance you're focusing at. The scratches you've shown - were these ever confirmed by anyone with 4k? Why don't you continue in your bug report? I've already submitted a bug report months ago about this. I didn't know that VR headsets could detect your eye's focal length and adjust the image to match it. That's incredible. 1
cfrag Posted August 25, 2023 Posted August 25, 2023 53 minutes ago, Bosun said: I didn't know that VR headsets could detect your eye's focal length and adjust the image to match it. Well they don't, and I believe that you know this - problem is: sarcasm in these forums doesn't help, because many people (me definitely included) are often unable to detect it. Now, what @draconus claims is correct - to a point: because the canopy scratches are located close to your eyes (on the canopy), their parallax shift for both camera render passes is rather large, they are spatially different for both eyes - and they indeed become less pronounced in VR (your brain applies some filtering). And you are correct as well: what does not happen in VR is what a human eye can do by adjusting the focal length and therefore 'look past' (blur out) the scratches. VR renders everything with infinite focus, including the scratches, so you cannot "look past" near scratches by setting your eyes do 'far', they still are sharp, fully visible and unblurred. But the scratches are less pronounced (they tend to "shimmer", depending on which eye becomes dominant in your brain) because they are located in different positions for your eyes. The issue with overdone scratches is exacerbated if you go to shadows=1, as this beauty of image shows from the F-14, I'm still hoping that ED provide a fix for the glass shaders soon. Yeah, it's bad. Hopefully we'll have a fix at some point. 3
Bosun Posted August 25, 2023 Posted August 25, 2023 (edited) 1 hour ago, cfrag said: Well they don't, and I believe that you know this - problem is: sarcasm in these forums doesn't help, because many people (me definitely included) are often unable to detect it. I actually wasn't being sarcastic - I don't and have never owned a VR headset. I have no idea what they're capable of, and what was described initially, was not clear enough for me understand the effect that you then went on to describe much better. "No, you can just focus your eyes on anything beyond the glass in VR. Impossible to implement on monitor - even with eye tracker the game only knows the area you're looking at but cannot know what distance you're focusing at." - Draconus The above line was not speaking, in my understanding, about how the dual-rendering of a scene can allow for each eye to see two different angles of light, thereby allowing you to ignore the angle with highlights on the scratches and thus see past them, as if one lens of a glasses pair was dirty and one was not. That makes perfect sense. To me, it sounded as though you could 'focus your eyes past the glass texture' in VR, and in response to my query about "blurring and transparency filter for focal length' not being possible...for someone to reply with "No, that's possible" would indicate to me that, well, that's possible. That's a different response than the effect that you described. I entirely grant that is what Draconus meant, but sarcasm was not in play. It was my own misunderstanding of what Draconus was saying, with no experience or evidence to conceptualize or challenge it. Had Draconus explained more what the effect he was speaking too actually manifested as, that would have helped. Responding to something that isn't currently possible in technology with, "No, that's possible," can only lead me to believe it is. Afterall, I feel like it ought to be possible...in fact, I'm certain it is possible, it just hasn't been done yet. So to imply that it was possible, was entirely believable to me. So apologies if you felt I was being sarcastic. Not at all. I genuinely thought perhaps we'd made that leap somehow. Because, in my mind, it's only a factor of zoom and head position, and filtering. It ought to be easily acheivable. In fact, I wonder if you couldn't mod it. All the information is already in game you'd need for it. Also - not owning a VR headset - I could absolutely believe that there was some sensor in headsets that can detect the muscle movements of your eye and gauge how you're focusing. Again - another aspect of them that would almost expect to be possible at this point. All it'd take is something to 'train' from your muscle movements and a sensor or someway to detect the movements. You can already do this 20 years ago with lasik-surgery prep equipment. It's how they gauge your correction when they consult you for eye surgery. You look into a visor, and it runs a program that determines your focal needs at various lengths. No reason at all why that likely couldn't have been adapted by some fancy tech start up. Just saying. Seemed honestly believable to me. Edited August 25, 2023 by Bosun 1
draconus Posted August 26, 2023 Posted August 26, 2023 11 hours ago, cfrag said: VR renders everything with infinite focus, including the scratches, so you cannot "look past" near scratches by setting your eyes do 'far', they still are sharp, fully visible and unblurred. But the scratches are less pronounced (they tend to "shimmer", depending on which eye becomes dominant in your brain) because they are located in different positions for your eyes. Most headsets use 2m for focus point. You're right that image itself does not change on the display but since your eyes are not focused on the thing it's filtered out by our brain processing so it's not an issue but not exactly as IRL either. As for monitor implementation the eye trackers already exist. There's also DoF effect available in graphic driver/API. It would just take either automated focus depending on what you're looking at or just user controled focus if someone prefers to look at the scratches on the glass instead. 1 Win10 i7-10700KF 32GB RTX4070S Quest 3 T16000M VPC CDT-VMAX TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria
Bosun Posted August 29, 2023 Posted August 29, 2023 On 8/26/2023 at 12:28 AM, draconus said: Most headsets use 2m for focus point. You're right that image itself does not change on the display but since your eyes are not focused on the thing it's filtered out by our brain processing so it's not an issue but not exactly as IRL either. As for monitor implementation the eye trackers already exist. There's also DoF effect available in graphic driver/API. It would just take either automated focus depending on what you're looking at or just user controled focus if someone prefers to look at the scratches on the glass instead. There's got to be a way to tie that into your head position in the cockpit so that if you lean in toward the glass, the depth of field/focus would blur out the foreground to focus on the background. Again - I'm surprised this hasn't already been done, seeing that it seems, on the outside, like something capable of doing with current tech. 1
Bucic Posted September 14, 2023 Posted September 14, 2023 (edited) @draconus yep Thanks to you I got to save the text. Dzieki! Edited September 14, 2023 by Bucic F-5E simpit cockpit dimensions and flight controls Kill the Bloom - shader glow mod Poor audio Doppler effect in DCS [bug] Trees - huge performance hit especially up close
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