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VR Shaders mod for better VR experience


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there are three basic types of shader 

 

Terrain

Cockpit

Object

 

yes even with a mission that loads all objects you would still  need to load the cockpits of each aircraft you fly... 

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just the hotfix... if you install kegetys base mode it will break the install at present... as the fix is to not copy two files from the 5.1 directory ...  so just copy the hotfix after a repair i will make that clear

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Anyone seen the below error in dcs.log? I have repaired latest version and installed the hotfix version. During the errors I get very low fps.

 

ERROR   DX11BACKEND: Failed assert `this->wantedShader != nullptr && this->wantedTechnique != render::INVALID_HANDLE` at Projects\render\dx11backend_win8\Source\DX11Renderer.cpp:1183

 

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1 hour ago, speed-of-heat said:

Works just fine with open fsr… why do you think otherwise?

Hi, thanks for quick reply!
Yes they dont break the game, but the openvr_fsr loosing its upscaling of the game somehow... It still upscales the image, but you loose the supersampeling...

Just tried this and openvr_fsr again and the result is the same, upscaled image but a really jagged game (poor AA)

What i understand you both upscale the textures

Albedo texture supersampling. 0=off, 1=2x, 2=4x, 3=6x, 4=8x

And vrf:

    // if enabled, applies a negative LOD bias to texture MIP levels
    // should theoretically improve texture detail in the upscaled image
    // IMPORTANT: if you experience issues with rendering like disappearing
    // textures or strange patterns in the rendering, try turning this off
    // by setting the value to false.
    "applyMIPBias": true,

 

But im not sure if thats it?

 

My settings in openvr_fsr:

    "enabled": true,
    "renderScale": 1.30,
    "sharpness": 0.6, 
    "radius": 1.5,
    "applyMIPBias": true,
    "debugMode": false

 

 

*Edit*

If there is a way to only install the NVG untill i get things sorted out? Please let me know!


Edited by thasundancekid
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Yep You look like you are using a very old version of fsr.

 

these are my settings for fsr, 

{
  "fsr": {
    // enable AMD FidelityFX Super Resolution
    "enabled": true,
 
    // Per-dimension render scale. If <1, will lower the game's render resolution
    // accordingly and afterwards upscale to the "native" resolution set in SteamVR.
    // If >1, the game will render at its "native" resolution, and afterwards the
    // image is upscaled to a higher resolution as per the given value.
    // If =1, effectively disables upsampling, but you'll still get the sharpening stage.
    // AMD presets:
    //   Ultra Quality => 0.77
    //   Quality       => 0.67
    //   Balanced      => 0.59
    //   Performance   => 0.50
    "renderScale": 0.8,
 
    // tune sharpness, values range from 0 to 1
    //"sharpness": 1.0,
    "sharpness": 0,
    
    // Only apply FSR to the given radius around the center of the image.
    // Anything outside this radius is upscaled by simple bilinear filtering,
    // which is cheaper and thus saves a bit of performance. Due to the design
    // of current HMD lenses, you can experiment with fairly small radii and may
    // still not see a noticeable difference.
    // Sensible values probably lie somewhere between [0.2, 1.0]. However, note
    // that, since the image is not spheric, even a value of 1.0 technically still
    // skips some pixels in the corner of the image, so if you want to completely
    // disable this optimization, you can choose a value of 2.
    // IMPORTANT: if you face issues like the view appearing offset or mismatched
    // between the eyes, turn this optimization off by setting the value to 2.0
    "radius": 0.75,
 
    // if enabled, applies a negative LOD bias to texture MIP levels
    // should theoretically improve texture detail in the upscaled image
    // IMPORTANT: if you experience issues with rendering like disappearing
    // textures or strange patterns in the rendering, try turning this off
    // by setting the value to false.
    "applyMIPBias": true,
    
    // If enabled, will visualize the radius to which FSR is applied.
    // Will also periodically log the GPU cost for applying FSR in the
    // current configuration.
    "debugMode": false
  }
}

 

 

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Either way if the issue remains it sound s more like a problem with the fsr mod, than shaders, so please post a bug to the fsr page on GitHub.

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8 hours ago, speed-of-heat said:

Either way if the issue remains it sound s more like a problem with the fsr mod, than shaders, so please post a bug to the fsr page on GitHub.

No i run the latest version, i just removed the massive comments.

Well if two mods trying to do the same thing, they cant blame each other. And with VR ppl will try every mod that can give them some boost in fps, so i think its good for everyone to get it sorted?

 

Perhaps its the AA optimization from VR shader that gets upscaled in openvr_fsr? And more noticeable that way?

Can you try my settings where you scale the value over 1.00?

I cant see any difference tho when i downscale mine...

 

And no possible way to only use the nvg?

 

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They actually do very different things… and are implemented in very different ways.

 

as far as I know, not in the ways you mean.

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14 minutes ago, speed-of-heat said:

They actually do very different things… and are implemented in very different ways.

 

as far as I know, not in the ways you mean.

Well yes, it explains it clearly here: 

  •  >1, the game will render at its "native" resolution, and afterwards the

     image is upscaled to a higher resolution as per the given value.

  •  If <1, will lower the game's render resolution

     accordingly and afterwards upscale to the "native" resolution set in SteamVR.

 

So lets say you go for >1, then would it be possible that the "_helper.hlsl"´s MSAA gets upscaled? Or trying to apply MSAA in the wrong resolution? 


Edited by thasundancekid
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8 hours ago, speed-of-heat said:

I have no idea what you mean.

 

sorry.

Well, this shadermod makes some calculations on what resolution to apply the effects, MSAA for example.
At the same time openvr_fsr comes and upscale it so the calculations this mod made is not the same anymore...

I will stop bothering you now! Will be back if i find a solution!

*Edit*

For anyone out there with the same prob that i have, but in need of the nightvision:

Create a folder called "NV" in your org DCS:
1] ...\DCSWorld\Bazar\shaders\NV
2] Extract all the content from [VR Shaders mod] into your created folder "NV"
3] Place the files NVD_common.hlsl and NVD_HDR.fx in: ...\DCSWorld\Bazar\shaders\PostEffects\
4] Edit the file NVD_common.hlsl FROM:
	
	#ifndef _NVD_COMMON_
	#define _NVD_COMMON_
	
	#include "common/context.hlsl"
	#include "../deferred/DecoderCommon.hlsl"
	#include "../deferred/_HMD.hlsl"
	#include "../deferred/_helper.hlsl"

	TO

	#ifndef _NVD_COMMON_
	#define _NVD_COMMON_
	
	#include "common/context.hlsl"
	#include "../deferred/DecoderCommon.hlsl"
	#include "../NV/deferred/_HMD.hlsl"
	#include "../NV/deferred/_helper.hlsl"

5] should be at top, but dont forget to backup your org files with renaming them like:
_NVD_HDR.fx
_NVD_common.hlsl

 


Edited by thasundancekid
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4 hours ago, VelvetDiamond said:

VR shaders mod doesnt seem to work with the latest live version of the game. Any plans to update?.

How so? If you mean, it throws errors - check one and two pages back, there's a hotfix version which works just fine.

 

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35 minutes ago, rubbra said:

How so? If you mean, it throws errors - check one and two pages back, there's a hotfix version which works just fine.

 

Apparently not with the last Beta Update; same problem here only on Syria map even with the Hotfix


Edited by boyington2
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works fine with my clear water variant 

what error are you seeing ?

 

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