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Shaders mod for better VR performance (experimental)


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I was slightly frustrated with poor performance when playing in VR with the new deferred rendering engine, so I had a look what would be possible to remove/simplify from the shaders to improve the fra

For anyone interested, I've just tested DCS VR Shaders mod for 2.5.6.50321 (Clear Water, IC Pass) on the latest, Dec 17th 2.5.6.59398 Open Beta. Works perfectly on Caucasus and Syria !   Whi

Using the shader mod with the above fix solved the issue with the left panel in the A-10C for me. Thanks to @Taz1004 for making the fix and to @speed-of-heat for incorporating it in the consolidated v

same here, I'm using a masksize of .600 for my Rift. as noted, make edits via Notepad ++

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I think Im getting a pretty good bump on fps with this mod but I cant seem to get rid of the artifacts at the borders. Im using the rift and I’ve gone as high as .980 on mask size and still see the artifacts. Any ideas? Can i go to like 1.500 maybe? Am I nullifying the effect by going really high on mask size?

 

I had to go to .65 something for the rift and still can see occasionally artifacts. It is always also a matter of Balance between performance and quality.

But, strange is what you see on the 2d screen and not in the oculus.

There are actually 2 versions of the scene rendered. The original and the new one on top. The on top version is slightly compacted, so you will see at the edge the same part of the scene twice.

I have no idea what is causing this and why the new version is more compact.

As if the camera has a different aspect than the standard view.

Sorry, cannot explain this in words and I’m in a train and cannot post a picture until Monday.

Im a bit worried that this new compact version is causing distortion in the oculus.

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I did a quick update to the mod to fix the compile error with DIFFUSE_UV (thanks to Flighter). I also slightly clarified the install instructions, everything else is otherwise the same. Updated link is in the first post.

Thanks! :thumbup:

 

So to clarify, is it recommended to activate MSAA in combination with this mod? I saw, you use off in your DCS settings. Would that mean, no AA at all or is MSAA done automatically within the "mask area"?

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So to clarify, is it recommended to activate MSAA in combination with this mod?

 

If you want to use MSAA or not is up to you, even with the masking it still has quite large performance impact so I ended up not using it anyway myself, and rather use a higher pixel density.

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This MOD is real game changer for me as VR user. The only thing is Integrity check when trying to get myself logged into servers...ED should really take closer look at this modification and implement some if not all of the items from the list of changes.

Great job!

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I did a quick update to the mod to fix the compile error with DIFFUSE_UV (thanks to Flighter). I also slightly clarified the install instructions, everything else is otherwise the same. Updated link is in the first post.

 

Ok, so I just tried with this updated version, followed all the steps and DCS becomes unresponsive during the initial loading screen... :(

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Ok, so I just tried with this updated version, followed all the steps and DCS becomes unresponsive during the initial loading screen... :(

 

 

It takes awhile to compile again. It will become unresponsive during the compile, just wait it out.

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What exactly is being recalculated? The shaders folder does not grow in size, and the terrains/metacache folders remain empty.

And its been like this for about 5 minutes before I killed it, was I too quick?

 

EDIT: I ended up running DCS in non-VR mode for this first time compilation, and it worked in less than 5 minutes.


Edited by coach
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Cool. This might bring me back to VR again. Been staying away because I’m not happy with the frame rates in Persian Gulf map, too much compromise to get steady 45 FPS (Vive Pro, 7700k, gtx1080).

 

 

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What do we need to do I if anything) in order that an editing change to a shader source file will definitely get recompiled? Where is the result of a shader compile placed? Does the folder C:\Users\USERNAME\Saved Games\DCS.openbeta\fxo have the shader compiled files?

 

Also, I renamed the C:\DCSWorld\DCS World OpenBeta\Mods\terrains\Caucasus\misc\metacache\dcs as per the author's directions but never saw any new files generated.

 

Dave W.


Edited by whitav8

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Gotta say thanks and WOW! This is a real step forward for VR! I have always had intermittent stutter problems but this is working great! MASKSIZE 0.625f MSAA_MASKSIZE 0.45f

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visual quality

 

For people running the Oculus, is there a noticeable visual quality drop in exchange for the higher frame rates? What do you notice as the biggest quality difference stock vs this mod? thanks.

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To the OPer, and all those that have tried it out, thanks. ED is looking into it.

 

 

great news! thanks!

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I did a quick update to the mod to fix the compile error with DIFFUSE_UV (thanks to Flighter). I also slightly clarified the install instructions, everything else is otherwise the same. Updated link is in the first post.

Thank you for your time and efforts for this great mod. Are you also able to enable the new RAIN DROPS? It never worked like it does on 2D monitor.

 

 

Thanks in advance!!!

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What mask size are people using with a Samsung Odyssey? Good thing ED is looking into it, because of integrity check.

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If you want to use MSAA or not is up to you, even with the masking it still has quite large performance impact so I ended up not using it anyway myself, and rather use a higher pixel density.

 

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