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Currently, when using DCS in VR with QuadViews and eye-tracking (for foveated rendering, e.g. with PSVR2), the built-in SSAO option does not render correctly. The effect is limited to the inner foveated square, leaving the peripheral region without ambient occlusion. This breaks visual consistency and makes SSAO unusable in this setup.

 

It would be great if the engine/runtime could be adjusted so that post-processing effects like SSAO (and ideally others relying on depth) are applied correctly across the entire composited VR view, not only within the inner QuadView tile.

 

At the moment, it is also not possible to solve this issue externally using mods such as ReShade or VREM, because the exposed depth buffer is incomplete and does not contain valid data outside the inner tile. This makes it technically impossible to achieve a proper full-frame SSAO effect without changes at the engine/runtime level.

 

This is particularly important because QuadViews with eye-tracked foveated rendering is cutting-edge technology, and very likely the future of VR rendering. DCS is already ahead of the curve by supporting this technology, and ensuring that core post-processing effects like SSAO work seamlessly with it would reinforce DCS’s position as a frontrunner in high-end VR simulation.

 

Please consider improving SSAO compatibility with QuadViews + eye-tracking.

 

Thanks for your attention and for a great sim.

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