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Posted (edited)

What exactly is it that the "Quad Views" checkbox in DCS does? I believe that DCS has supported quad views foveated rendering for Varjo headsets for some time (as its runtime supports quad views), but for other headsets we'd needed to use the Quad-Views-Foveated api layer to get the same quad views rendering results. The latest PimaxPlay and associated Pimax OpenXR runtime also support this now.

My laymans understanding is that Quad-Views-Foveated API layer that a large number of us have installed is somewhat of a "shim" and is informing DCS that it is supporting "XR_VARJO_quad_views" so that DCS will render the frames that way (4 views), and the layer then carries out the necessary steps to compose that to a "stereo" 2 views for the runtimes that don't support it.

For those of us using this api layer, without the box ticked the quad views logs say "XR_APILAYER_MBUCCHIA_quad_views_foveated layer will be bypassed" and the quad views rendering is not enabled. With the box ticked, the quad views log shows the normal information that it is being used, e.g. settings and pixel savings. By viewing this api layer within the OpenXR API Layers tool it is not disabling that layer per se, its just not actively doing anything.

With the box not ticked does this mean that DCS is ignoring that indication from the api layer (or runtime) that it supports quad views, and is actively telling the layer (or runtime depending on support), that it won't be respecting that it supports this and just renders the normal "stereo" 2 views frames? Hence the Quad Views layer believes it is being bypassed, only receiving 2 views, and passes those onto the headset?

Does this mean that this box is still mandatorily needed to be checked for those on the new Pimax OpenXR runtime (with quad views enabled in there) so that the quad views foveated rendering is still active in DCS and it is respecting this and sending the 4 views?

Just wanting to clear up any confusion around what this does, and whether or not it is a requirement to be enabled for other runtimes, i.e. Varjo and Pimax which are using quad views.

I've dropped in a picture here from Mbucchia around the differences between runtime vs. api layer support for this (ignore the sections re: OpenXR Toolkit as not relevant to this discussion), but wanting to clarify where the DCS Quad Views setting plays into this picture.

 

EDIT: 

"...this mean that DCS is ignoring that indication from the api layer (or runtime) that it supports quad views, and is actively telling the layer (or runtime depending on support), that it won't be respecting that it supports this..."

I've done some further investigation into the api layer and may be a side-effect of something else, v.s. specifically telling the layer/runtime that it's only sending 2 views etc.

 

clarifications-on-pimax-openxr-quad-views-openxr-toolkit-re-v0-yjocjaqt4ird1.webp

Edited by sleighzy
  • Like 3

AMD 7800x3D, 4080Super, 64Gb DDR5 RAM, 4Tb NVMe M.2, Quest 2

Posted (edited)

i am a quest pro user.. quest pro has eye tracking.. which Quad views companion is beneficial for headsets with eye tracking (varjo pimax etc)

do i still need openXR tool kit? i guess not since i already enable turbo on QVFR and turned off turbo on OXRTK...

but i like to know what everyone else is doing..

 

also i am using quad views companion instead of mbuccia's quadviews... which quad view should i install?

Edited by hannibal

find me on steam! username: Hannibal_A101A

http://steamcommunity.com/profiles/76561197969447179

Posted
1 minute ago, hannibal said:

also i am using quad views companion instead of mbuccia's quadviews...

Not quite sure what you mean by that, you mean the Tallymouse QuadViews Companion app? That is just a configuration app for mbucchia's quad views api layer, it doesn't provide any quad views support itself so you still need QVF.

 

4 minutes ago, hannibal said:

do i still need openXR tool kit?

If using Quad-Views then not really.

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AMD 7800x3D, 4080Super, 64Gb DDR5 RAM, 4Tb NVMe M.2, Quest 2

Posted (edited)
vor 5 Stunden schrieb hannibal:

do i still need openXR tool kit?

No. All I‘m using it for occasionally, is to see FPS.

 

vor 5 Stunden schrieb hannibal:

also i am using quad views companion instead of mbuccia's quadviews

As it has bern pointed out already, this us just a configuration app. Now you might ask, why it lets you configure QuadViews then, if you don‘t have it? Because it probably doesn‘t check for it. It just creates a settings file at the default place where QV is (or in your case: „would be“) looking for it.

Also even though QV is very subtle, it is still noticable and you should be realizing it, when it‘s active. You should also notice a performance uplift.

Edited by Phantom711
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Posted (edited)

@sleighzy has schooled me on the QV topic..

i thought i had good perf with QV (when i did not even have it installed), but it was really 4090 beasting it..

i just did a fresh OS install.. cant wait to see QV benefits on quest pro

 

what it interesting is that i see the quad views tick in VR options, even though i have only the QV companion is installed, i did not install the @mbucchia QV

Edited by hannibal

find me on steam! username: Hannibal_A101A

http://steamcommunity.com/profiles/76561197969447179

Posted
On 10/3/2024 at 6:49 AM, Phantom711 said:

@hannibal

PM sent.

Also quest pro with a 4090. Any chance you could PM me as well? I’d appreciate it just to compare. I’m pretty sure I can get more performance out of this bad boy lol

Posted

No disrespect, but can we keep these Meta app config requests and other unrelated conversation around that to a minimum please. I’m wanting to keep this thread on point and not devolve into other topics. Cheers. 

AMD 7800x3D, 4080Super, 64Gb DDR5 RAM, 4Tb NVMe M.2, Quest 2

Posted

Back OT: Apparently the eye tracking selection in DCS kills XRNecksafer and crashes DCS when you command a snap look. This is with a Q Pro, Quad Views enabled and working, eye tracking working (checked via QV companion test dots). So if running QV (with eye-tracking enabled and working) and XRNS my config works correctly with the QV box selected but the eye tracking box deselected.

So what does the eye-tracking option in DCS do?

 

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