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VR Shaders mod for better VR experience


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this is my error. here is the file:

 

 

 

 

#define GLASS_MATERIAL
#include "common/shader_macroses.hlsl"
#include "common/uniforms.hlsl"
#include "common/textures.hlsl"
#include "functions/glass.hlsl"
#include "functions/lk_shadow.hlsl"
#include "functions/radar.hlsl"
#include "functions/impostor.hlsl"
#include "functions/cockpit_glass_uv.hlsl"
#include "functions/aorms.hlsl"
#include "../common/States11.hlsl"
#include "../common/ShadowStates.hlsl"
// compile shaders
VertexShader_t model_vs_c = COMPILE_VERTEX_SHADER(model_vs());
VertexShader_t lk_shadow_vs_c = COMPILE_VERTEX_SHADER(lk_shadow_vs());
PIXEL_SHADER_GEN_8(forward_ps_pass1);
PIXEL_SHADER_GEN(forward_ps_pass_droplets, 8);
PIXEL_SHADER_GEN(forward_ps_pass_droplets, 9);
PIXEL_SHADER_GEN(forward_ps_pass_droplets, 10);
PIXEL_SHADER_GEN(forward_ps_pass_droplets, 11);
PIXEL_SHADER_GEN(forward_ps_pass_droplets, 12);
PIXEL_SHADER_GEN(forward_ps_pass_droplets, 13);
PIXEL_SHADER_GEN(forward_ps_pass_droplets, 14);
PIXEL_SHADER_GEN(forward_ps_pass_droplets, 15);
PixelShader_t diffuse_sun_ps_map_c = COMPILE_PIXEL_SHADER(diffuse_sun_ps_map());
PixelShader_t diffuse_sun_ps_sat_c = COMPILE_PIXEL_SHADER(diffuse_sun_ps_sat());
#if 1 //IR
PixelShader_t diffuse_sun_ps_ir_c = COMPILE_PIXEL_SHADER(diffuse_sun_ps_ir());
#endif
PixelShader_t lk_shadow_ps_c = COMPILE_PIXEL_SHADER(lk_shadow_ps());
PixelShader_t lk_shadow_transparent_ps_c = COMPILE_PIXEL_SHADER(lk_shadow_transparent_ps());
VertexShader_t radar_vs_c = COMPILE_VERTEX_SHADER(radar_vs());
PixelShader_t radar_ps_c = COMPILE_PIXEL_SHADER(radar_ps());
PixelShader_t radar_edge_ps_c = COMPILE_PIXEL_SHADER(radar_edge_ps());
GeometryShader radar_edge_gs_c = CompileShader(gs_4_0, radar_edge_gs());
PixelShader_t impostor_ps_c = COMPILE_PIXEL_SHADER(impostor_ps());
VertexShader_t cockpit_glass_uv_vs_c = COMPILE_VERTEX_SHADER(cockpit_glass_uv_vs());
PixelShader_t cockpit_glass_uv_ps_c = COMPILE_PIXEL_SHADER(cockpit_glass_uv_ps());
BlendState enableGlassAlphaBlend
{
BlendEnable[0] = TRUE;
SrcBlend = ONE;
DestBlend = SRC1_COLOR;
BlendOp = ADD;
#if BLEND_MODE == BM_TRANSPARENT
SrcBlendAlpha = SRC_ALPHA;
DestBlendAlpha = INV_SRC_ALPHA;
BlendOpAlpha = ADD;
#else
SrcBlendAlpha = SRC_ALPHA;
DestBlendAlpha = ONE;//ZERO;
BlendOpAlpha = ADD;
#endif
RenderTargetWriteMask[0] = 0x0f; //RED | GREEN | BLUE | ALPHA
};
// no depth bias
#ifdef BUILDING_MATERIAL
#define DEPTH_BIAS DEF_DEPTH_BIAS
#endif
#define TECHNIQUE_POSTFIX _cf
#include "./glass_material_techniques.hlsl"
#undef TECHNIQUE_POSTFIX
#undef DEPTH_BIAS
// depth bias
#define DEPTH_BIAS DEF_DEPTH_BIAS
#define TECHNIQUE_POSTFIX _cf_db
#include "./glass_material_techniques.hlsl"
#undef TECHNIQUE_POSTFIX
#undef DEPTH_BIAS
TECHNIQUE lockon_shadows
{
pass P0
{
 COMPILED_VERTEX_SHADER(lk_shadow_vs_c)
 COMPILED_PIXEL_SHADER(lk_shadow_ps_c)
 SetGeometryShader(NULL);
 SetDepthStencilState(shadowmapDepthState, 0);
 SetBlendState(disableAlphaBlend, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
 SetRasterizerState(shadowmapRasterizerState);
}
}
TECHNIQUE lockon_shadows_transparent
{
pass P0
{
 COMPILED_VERTEX_SHADER(lk_shadow_vs_c)
 COMPILED_PIXEL_SHADER(lk_shadow_transparent_ps_c)
 SetGeometryShader(NULL);
 SetDepthStencilState(shadowmapDepthState, 0);
 SetBlendState(disableAlphaBlend, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
 SetRasterizerState(shadowmapRasterizerState);
}
}
TECHNIQUE radar
{
pass P0
{
 COMPILED_VERTEX_SHADER(radar_vs_c)
 COMPILED_PIXEL_SHADER(radar_ps_c)
 SetGeometryShader(NULL);
 SetDepthStencilState(enableDepthBuffer, 0);
 SetBlendState(disableAlphaBlend, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
 SetRasterizerState(cullFront);
}
}
TECHNIQUE impostor
{
pass P0
{
 COMPILED_VERTEX_SHADER(model_vs_c)
 COMPILED_PIXEL_SHADER(impostor_ps_c)
 SetGeometryShader(NULL);
 SetDepthStencilState(enableDepthBuffer, 0);
 SetBlendState(impostorBlend, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
 SetRasterizerState(cullFront);
}
}
TECHNIQUE cockpit_glass_uv
{
pass P0
{
 COMPILED_VERTEX_SHADER(cockpit_glass_uv_vs_c)
 COMPILED_PIXEL_SHADER(cockpit_glass_uv_ps_c)
 SetGeometryShader(NULL);
 SetDepthStencilState(disableDepthBuffer, 0);
 SetBlendState(disableAlphaBlend, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
 SetRasterizerState(cullNone);
}
}

glass.JPG.14c087ab3740da752cfac8fe7664daac.JPG


Edited by The_Nephilim

ASRock Z590 Phantom Gaming 4/AC / Intel i7 10700K @ 5.1Ghz / Noctua DHS-14 Heatsinkw/Fan /  Samsung 970plus m.2 1TB  /  eVGA FTW3 2080Ti /  RipJaws - 64GB RAM @3200  /  SoundBlaster Z  / Reverb G2 VR /  ThrustMaster HOTAS Cougar & MFD's / Buttkicker Gamer 2

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I also got that error but if you replace (with original files) all the 3 glass-related files in bazar/shaders/model/

and

glass.hlsl in bazar/shaders/model/functions.

 

This worked for me at least

 

Edit: or remove them from the zip file before adding/overwriting

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Did you download the fix from my post #804 or the original kegetys?

 

Modda

 

Sent from my SM-G950F using Tapatalk

 

 

It works perfectly by following your instructions, as always. I am using the "DCS 2.5.5.33057 Open Beta" version.

 

 

Tested with the F-14

 

 

Regards

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I also got that error but if you replace (with original files) all the 3 glass-related files in bazar/shaders/model/

and

glass.hlsl in bazar/shaders/model/functions.

 

This worked for me at least

 

Edit: or remove them from the zip file before adding/overwriting

 

 

That did fix the compile error thank you. But I did not get an increase in FPS :(

ASRock Z590 Phantom Gaming 4/AC / Intel i7 10700K @ 5.1Ghz / Noctua DHS-14 Heatsinkw/Fan /  Samsung 970plus m.2 1TB  /  eVGA FTW3 2080Ti /  RipJaws - 64GB RAM @3200  /  SoundBlaster Z  / Reverb G2 VR /  ThrustMaster HOTAS Cougar & MFD's / Buttkicker Gamer 2

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That did fix the compile error thank you. But I did not get an increase in FPS :(

 

Anyone having the same issue, there's a very simple solution to that. Please edit your glass.hlsl file (modded) and around line 164-167 add the following line:

 

#define viewportSize float2(MeltFactor.yz)

 

 

The code should look similar to that:

 

 

PS_OUTPUT_GLASS forward_ps_pass1(VS_OUTPUT input, uniform int Flags) {
PS_OUTPUT_GLASS o;

float4 colorMul, colorAdd;
calcGlassColors(input, Flags, colorMul, colorAdd);

o.colorMul = colorMul;
o.colorAdd = colorAdd;

return o;
}

#define viewportSize float2(MeltFactor.yz)

float4 forward_ps_pass_droplets(VS_OUTPUT input, uniform int Flags): SV_TARGET0 {

...

 

This solves the compile error and allows you to use the optimised version of shader.

 

PS. Confirmed that it works with 2.5.5.33184

 

Cheers!


Edited by jaksen
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Thanks! Fine works at Rift S :D

MASKSIZE 0.600f

I use

DCS VR Shaders performance mod for 2.5.5.32299

with

#define viewportSize float2(MeltFactor.yz)


Edited by huligan

win10 21H2 | i5-4670K 4.5GHz | 16Гб DDR3 | MSI GTX1080ti GAMING X 11G | РУС vkb Gladiator Pro+РУД vkb Gametrix ECS+Пендали BRD-MS1 | Pico4 VR | | https://vk.com/paraplan_mkp

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Does post #804 work in MP?

Files from post #804 without add post #834 dos not works in last beta!!!

And

For MP need to remove from mod

bazar/shaders/deferred/decoder.hlsl

bazar/shaders/deferred/gbuffer.hlsl

bazar/shaders/deferred/atmosphere.hlsl

bazar/shaders/deferred/shadows.hlsl

bazar/shaders/materialfactory/ils151.hlsl

bazar/shaders/model/functions/glass.hlsl

but I not tried in latest version


Edited by huligan

win10 21H2 | i5-4670K 4.5GHz | 16Гб DDR3 | MSI GTX1080ti GAMING X 11G | РУС vkb Gladiator Pro+РУД vkb Gametrix ECS+Пендали BRD-MS1 | Pico4 VR | | https://vk.com/paraplan_mkp

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There were even more changes needed since last OB 2.5.5.32299.

I've updated the dependencies in the Kegetys vr mod and it seems to be working at least on F/A-18, F-14B, Mig-21bis, M2000 Mirage, P-51D and A-10C.

I haven't tested what the FPS impact really is from vanilla DCS.

 

https://drive.google.com/open?id=1psMHQEFVNy26B6nnYHnwoEYxNclQBzOH

 

EDIT: No doubt, with this mod I'm on pretty steady 45fps downtown Dubai at low altitude (some drops occurs when touching the streets). Without it it's more steady 30-35 with high's at 45.

thanks

System spec: Intel i9 13900KF @ stock,  Gigabyte GeForce RTX 4090 Gaming OC 24GB GDDR6X, Gigabyte Z690 UD DDR4, Corsair Vengeance RGB PRO SL 32GB (2 x 16GB) DDR4 3600MHz C18, Samsung 980 EVO 500 GB NVME M.2 SSD (system drive), Samsung 970 EVO 1 TB NVME M.2 SSD (games drive), Cooler Master ML360 Illusion CPU Cooler, Asus XG43UQ Monitor, Oculus Quest Pro, Thrustmaster Warthog HOTAS, MFG Crosswind Rudder Pedals

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I updated the mod on the first post for compatibility with latest DCS version (2.5.5.33184).

 

This version also comes with new features:

- Included my sRGB gamma fix (blacks are black so increased contrast, you need to increase the gamma from video options a bit since it behaves slightly differently now)

- Options to disable some of the optimizations in _HMD.hlsl (simple shadows, grass, canopy)

- Fixed the haze and fog issues (restored resolveDepth, could bring some small performance degradation but that seems unavoidable)

- Improved the NVG goggles, made the scope smaller so you can look under the goggles at instruments, made the gain do something and changed the noise. There is also an option to make the gain control to instead move the goggles up/down (set NVG_GAIN_ADJUSTS_POSITION to 1 in _HMD.hlsl, also other NVG options there)

- Added dithering to the HDR tonemap to smooth out banding visible especially at the sky. Can be disabled from _HMD.hlsl as it can also result in some moire effects.

- Made the 3D mouse cursor less bright at night time

 

I haven't done extensive testing with this version so there may be some bugs with the new features, but hopefully it works pretty much the same as before. I am also not sure how the NVG scope size works with more "unusual" headsets like Pimax, you may need to adjust the settings for those to get something that works best.


Edited by Kegetys

As a cyborg, you will serve SHODAN well

http://www.kegetys.fi

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Thank you Kegetys!

MSI MAG Z790 Carbon, i9-13900k, NH-D15 cooler, 64 GB CL40 6000mhz RAM, MSI RTX4090, Yamaha 5.1 A/V Receiver, 4x 2TB Samsung 980 Pro NVMe, 1x 2TB Samsung 870 EVO SSD, Win 11 Pro, TM Warthog, Virpil WarBRD, MFG Crosswinds, 43" Samsung 4K TV, 21.5 Acer VT touchscreen, TrackIR, Varjo Aero, Wheel Stand Pro Super Warthog, Phanteks Enthoo Pro2 Full Tower Case, Seasonic GX-1200 ATX3 PSU, PointCTRL, Buttkicker 2, K-51 Helicopter Collective Control

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I am sure happy that someone has figured out how to turn the brightness of the cursor down!! Thank you, K!!!

i7-7700K, 32GB DDR4, 525GB SSD, 1TB HDD, GTX 1080Ti 11GB, Liquid Cooling, Win 10, Warthog HOTAS, TPR Pedals, HP Reverb, Oculus Rift with Touch, Jetseat and bass shakers, PointCTRL, and Scale F-14B Cockpit

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I updated the mod on the first post for compatibility with latest DCS version (2.5.5.33184).

 

Thank you.

 

Quick question - is it possible to enable only the anti-aliasing bit of the mod?

System spec: Intel i9 13900KF @ stock,  Gigabyte GeForce RTX 4090 Gaming OC 24GB GDDR6X, Gigabyte Z690 UD DDR4, Corsair Vengeance RGB PRO SL 32GB (2 x 16GB) DDR4 3600MHz C18, Samsung 980 EVO 500 GB NVME M.2 SSD (system drive), Samsung 970 EVO 1 TB NVME M.2 SSD (games drive), Cooler Master ML360 Illusion CPU Cooler, Asus XG43UQ Monitor, Oculus Quest Pro, Thrustmaster Warthog HOTAS, MFG Crosswind Rudder Pedals

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I use this actual version of your Mod with only Hmd and Shadows mods enabled. (I use 0.620 mask / 0.40 AAliasing)

 

This way the little faults in effects are minimal (specially in hornet, regarding sun effect on MFD's, by "transparancy" through the plane's nose when "glass" mod is enabled - picture3). Some but hardly noticeable. Sun Flare effect tends to work for me (picture 2) maybe because "glass" mod disable ?

 

Still, there is a sensible performance boost, changing a Helo mission at roof tops (picture1) from gpu constantly sawing 100% line, to gpu only hitting 100% once or twice during a 15mn AG fight.

 

I have to play a bit with gamma regarding the darker image.

 

Thank you very much for your Mod and for giving option to use any part of it independantly !

 

[ATTACH]213896[/ATTACH] [ATTACH]213897[/ATTACH] 3.thumb.jpg.cc6ffcb07360a7dcc64b1cb4ca5d5762.jpg

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I updated the mod on the first post for compatibility with latest DCS version (2.5.5.33184).

 

Good stuff, looking forward to try this out!

PS: if you want to incorporate a small extension to _HMD.hlsl, me and @DarkClown experimented using an oval focus shape for high FOV headsets (ref post #810).

 

Thanks again for this mod - i've used it for quite a while. Along with the VR performance changes on 2.5.5, it's a new world of gaming.

 

Modda

i9-9900KS @5.2GHz | Aorus Z390 Master | MSI RTX 3090 Gaming X Trio | 32GB DDR4 3200MHz | HP Reverb G2 | TM Warthog | Logitech G Pro

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Was there ever an integrity check fix for Kegetys performance mod?

Nvidia RTX3080 (HP Reverb), AMD 3800x

Asus Prime X570P, 64GB G-Skill RipJaw 3600

Saitek X-65F and Fanatec Club-Sport Pedals (Using VJoy and Gremlin to remap Throttle and Clutch into a Rudder axis)

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hmm... seems to be causing me some CTD issues... performance is great and looks great, but crashing to desktop while flying often when in a dive for some reason... couple flickers here and there too.

Ryzen R7 1800x|EVGA FTW3 1080Ti|32gb Corsair Dominator Platinum@2666mhz|Samsung 750 EVO|LG 4k 50" Main Display|ASUS PB278Q Reference Display|

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