Shaders mod for better VR performance (experimental) - Page 81 - ED Forums
 


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Old 06-11-2019, 10:19 PM   #801
SilentWarrior
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Quote:
Originally Posted by modda View Post
I got it working by doing the following two steps after installing the VR mod - I've only tested for the F-14 and the F-18

Revert file to original
Bazar\shaders\model\functions\glass.hlsl

Edit includes at the top
Bazar\shaders\model\mirror_material.fx
Code:
#include "common/textures.hlsl"
#include "common/uniforms.hlsl"
#include "functions/vertex_shader.hlsl"
#include "functions/matParams.hlsl"
#include "functions/impostor.hlsl"
#include "common/shader_macroses.hlsl"
#include "common/states.hlsl"
#include "common/states11.hlsl"
#include "functions/structs.hlsl"
#include "functions/vt_utils.hlsl"
That being said, the 2.5.5 update actually increased the performance on my system, the stuttering I usually experience was totally gone. Looking forward to the huge VR optimization in the next OB

Modda
Doesnt work for me :/

Maybe I am doing something wrong. Would you share your files?
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Old 06-13-2019, 12:33 AM   #802
MazerRack
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No luck for me, either. Gets stuck booting up. Eventually I just force quit.
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Old 06-14-2019, 09:04 PM   #803
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I removed the 'model' folder from the mod before applying and it worked for me.


EDIT: Not anymore with the last version

Last edited by average_pilot; 06-15-2019 at 07:06 PM.
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Old 06-16-2019, 12:04 PM   #804
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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=1ps...nwoEYxNclQBzOH

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.

Last edited by modda; 06-16-2019 at 10:13 PM.
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Old 06-17-2019, 02:15 AM   #805
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@modda, got your files to work, then went to multiplayer.... so tried to replace the non compliant files with the ones in the back up, did not work. Did notice there was an improvement in single player though. But I mostly play MP
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Old 06-17-2019, 09:20 AM   #806
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Quote:
Originally Posted by Chandawg View Post
@modda, got your files to work, then went to multiplayer.... so tried to replace the non compliant files with the ones in the back up, did not work. Did notice there was an improvement in single player though. But I mostly play MP
Thanks for the feedback! I didn't consider MP to be a factor here, I'll look into it tonight.
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Old 06-17-2019, 06:06 PM   #807
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Tested this with my PiMax 5K+. Really helped FPS on the deck of the carrier. I'm running 150x SS and couldn't hold 45 (Brain warp on). Sitting at the start of the Caucus cold start carrier mission. After applying this mod I was able to hold 45 no problem. I did need to make this change in _HMD.hlsl:
#define MASKSIZE 0.590f
This got rid of almost all of the masking for the PiMax in Normal FOV. @modda is there a way to make the mask more oval to better mach wide FOV headsets? increasing to .59 meant the top and bottom had less masking than needed.
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Old 06-17-2019, 06:36 PM   #808
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Quote:
Originally Posted by Chandawg View Post
@modda, got your files to work, then went to multiplayer.... so tried to replace the non compliant files with the ones in the back up, did not work. Did notice there was an improvement in single player though. But I mostly play MP
@Chandawg I've uploaded a new version that seems to work in MP. I had to update the fake_spot_lights.fx as well.
Note: With this mod it seems that you get excluded from the shielded servers for not having a pure DCS installation.

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Old 06-17-2019, 09:25 PM   #809
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Quote:
Originally Posted by DarkClown View Post
Tested this with my PiMax 5K+. Really helped FPS on the deck of the carrier. I'm running 150x SS and couldn't hold 45 (Brain warp on). Sitting at the start of the Caucus cold start carrier mission. After applying this mod I was able to hold 45 no problem. I did need to make this change in _HMD.hlsl:
#define MASKSIZE 0.590f
This got rid of almost all of the masking for the PiMax in Normal FOV. @modda is there a way to make the mask more oval to better mach wide FOV headsets? increasing to .59 meant the top and bottom had less masking than needed.
@DarkClown nice you got it running! I've got a VivePro myself, looking forward to try out a wider FOV

I've updated the _HMD.hlsl adding two factors for masksize and msaa_masksize.
Find the apropriate width (x) first (0.59f) and adjust the height to higher with Y_FACTOR > 1.0 and lower with Y_FACTOR < 1.0. The values must be clamped to [0.0, 2.0] but close to the extremes will give a very useless viewport.
If I understood your problem correctly you'd want it lower, try the y factors at 0.8f

It seems to work as expected in my VivePro, but no guarantees
Let me know how it works for you.

Code:
#define MASKSIZE_X 0.525f // change this to adjust the size of the mask, 0.525f seems to be ok for the Vive
#define MASKSIZE_Y_FACTOR 1.0f
#define MSAA_MASKSIZE_X 0.25f // Mask size used for MSAA - area outside this circle will not have MSAA applied on it
#define MSAA_MASKSIZE_Y_FACTOR 1.0f
https://drive.google.com/open?id=1bc...sF870EEXjeci-N

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Old 06-17-2019, 10:46 PM   #810
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Cool that did make the shape a bit closer to what is in the visible area. These are the values I ended up with:
Code:
#define MASKSIZE_X 0.590f  // PiMax Normal FOV ~150
#define MASKSIZE_Y_FACTOR 0.86f

The PiMax does seem to have a flatter top and bottom than the oblong oval:

And my mom said I would never be an artist

Probably not worth investing any more time on it since the perf gain would be negligible at best, if any.

Thanks for doing the work on this. This mod has a bigger impact on performance then the map changes that went into the OB.
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