News from the frontlines: quick followup of 4.37.3 and some news about 4.37.4
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@CriticalMass yes its already there but not working in the game
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@P-J Perhaps move the discussion to its own thread. This isn’t the right place to discuss I think.
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@b0bl00i you may already be able to do fixed foveated rendering within certain settings. I don’t think it’s a direct option with the Oculus software, but there are mods apparently available for SteamVR and Oculus.
But to get dynamic foveated rendering, your VR headset has to have eye tracking built in, like the Crystal, Quest Pro, Varjo Aero, etc.
Foveated comes from fovea, your central vision that can actually see the detail, everything outside this area is naturally blurry. Fixed foveated rendering (FFR) will make the visual sweet spot of your VR headset even more noticable, but will reduce the amount of pixels needed on the edges of the headset for more performance. So you have to move your head around more for finer details. Dynamic Foevated Rendering (DFR) will use the eye tracking to move that spot of high resolution detail to where you are looking and the rest of the screen will be blurry, but you can’t actually tell that it is if your eye tracking is working because the rest of your retina doesn’t have enough detail besides for the fovea central point. It’s pretty amazing to think that’s what’s going on, and it works well.
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@Snake122 Do you know if the Quest 3 has eye tracking? Kinda looking at that for the moment (and Varjo Aero)
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@jayb no it does not. Very happy with my choice of the Crystal and have actually had pretty good experience with Pimax over the 3 headsets I’ve owned from them. The Aero is definitely a great headset too, but while I have owned 8 different VR headsets, I have yet to have a Varjo, but I did order the Crystal before their price drop on the Varjo. Honestly, the better vertical FOV, the modularity, inside out tracking with controllers, and lens options would have probably made the Crystal win still…
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I hope this isn’t opening a can of worms here, but I was wondering if there are any plans to provide more telemetry data for people that have motion platforms. Currently BMS provide pitch and roll. Unlike DCS which has a slew of data which includes acceleration, deceleration, etc…
I understand I’m quite a minority about this so I understand if it’s not even in the ballpark yet.
I apologize if this isn’t the correct venue for this.
I appreciate any feedback.
Thx.
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@Puckertoe said in News from the frontlines: quick followup of 4.37.3 and some news about 4.37.4:
I apologize if this isn’t the correct venue for this.
I recommend opening a new thread, for this question. Either in Technical Support or General Discussion.
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Hello, would motion vector be in the render engine in 4.38? Much thanks
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@gabrielwong1991 said in News from the frontlines: quick followup of 4.37.3 and some news about 4.37.4:
Hello, would motion vector be in the render engine in 4.38? Much thanks
Frame interpolation at half frame rate? Isn’t a vr software thing?
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With motion vector, you can use FSR2/DLSS for upscaling.
You can also do DLAA in VR to sharpen chars in MFD.
You can also do VR frame gen (reprojection) in VR.
But it all depends on the dev
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@gabrielwong1991 but the most important thing is help flat screen user not needing to upgrade graphics card
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