Oculus Rift - experimental support

wozets
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Re: Oculus Rift - experimental support

#1561 Post by wozets » 30 Oct 2020 05:22

How do i get rid of the game being blurry in the Quest 2? Graphic card TI 980

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LogiForce
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Re: Oculus Rift - experimental support

#1562 Post by LogiForce » 01 Nov 2020 13:53

@Komat

Is it possible to add support for SPS (Single Pass Stereo) for improved performance at least with Nvidia cards?

Link: https://developer.nvidia.com/vrworks/gr ... passstereo
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Uxot
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Re: Oculus Rift - experimental support

#1563 Post by Uxot » 02 Nov 2020 23:20

^ Interesting.

JonDadley
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Re: Oculus Rift - experimental support

#1564 Post by JonDadley » 03 Nov 2020 15:03

LogiForce wrote:
01 Nov 2020 13:53
@Komat

Is it possible to add support for SPS (Single Pass Stereo) for improved performance at least with Nvidia cards?

Link: https://developer.nvidia.com/vrworks/gr ... passstereo
I asked Komat about single-pass rendering in general back on page 153 to which he replied:
Komat wrote:
22 Aug 2020 20:37
I did some initial testing at the end of the previous year however the results were not good. Even the test which did just the duplicate rendering without using proper eye offset values (so it had somewhat lower overhead than what would be in the real version) was running at very similar performance to the full duplicated rendering. It turns out that our rendering already contains a ton of non-stereo things like mirrors, reflections and shadowmaps which take most of the rendering time.
So it seems we're unlikely to see it implemented.

Chris_Yannick
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Re: Oculus Rift - experimental support

#1565 Post by Chris_Yannick » 03 Nov 2020 17:52

Hi all,

I am still on version 1.37. I noticed today that the Oculus SDK on the Beta branch for 1.37 is no longer there. I then selected the 1.37 temporary Beta thinking that's the branch I needed to switch to in order to continue using the Oculus headset. Well, the game won't use the Oculus headset as a display any longer.

Is there a way to use Oculus on version 1.37?

I'd rather not update the game because I have a bunch of map mods that I would also have to update and it will take me eons to get all of it downloaded again and my game works perfectly on 1.37. Would appreciate any help!

Thanks.

IonutL
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Re: Oculus Rift - experimental support

#1566 Post by IonutL » 03 Nov 2020 20:49

@Chris_Yannick There are only the current version Oculus/Vive - 1.39 - (SDK 1.4.0) and the previous one Oculus/Vive - 1.38 - (SDK 1.4.0).
That's usually the way SCS maintains the VR beta branches, when a new version goes public, the second to last one released is removed.

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LogiForce
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Re: Oculus Rift - experimental support

#1567 Post by LogiForce » 04 Nov 2020 00:18

JonDadley wrote:
03 Nov 2020 15:03
So it seems we're unlikely to see it implemented.
That's indeed quite a bummer, but without any performance gain it's useless to put time in it.

That just leaves me to hope that swapping my 2600k for a 5900X will unleash the kraken in my RTX2080 and get rid of all the bad frame rates and stutters. Especially the frame times are bad in my case as the CPU just takes too long to keep up with VR, so you get this nauseating slow down effect at times almost comparable with bullet time from The Matrix. Makes me wonder why he didn't get sick at all, probably because it was at will. :lol:


Can anyone say how well multi-threaded load balancing is done within the game engine? Cause if this game still runs on a single thread in this day and age than the one responsible must get their butt in gear, cause I am sure people are at least using a 2600k (4 cores, 8 threads) or better nowadays. At least I doubt any Core2Duo processors or equivalent are still in gaming use. :P
Last edited by Wolfi on 04 Nov 2020 08:23, edited 1 time in total.
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Madkine
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Re: Oculus Rift - experimental support

#1568 Post by Madkine » 04 Nov 2020 07:42

The game is still mostly single core with only some functions moved to secondary cores.
Making software multicore is difficult and you can wind up spending more CPU time coordinating the various threads than actually running the game.

Chris_Yannick
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Re: Oculus Rift - experimental support

#1569 Post by Chris_Yannick » 04 Nov 2020 08:28

IonutL wrote:
03 Nov 2020 20:49
@Chris_Yannick There are only the current version Oculus/Vive - 1.39 - (SDK 1.4.0) and the previous one Oculus/Vive - 1.38 - (SDK 1.4.0).
That's usually the way SCS maintains the VR beta branches, when a new version goes public, the second to last one released is removed.
Thanks for the answer. It's a shame since I think it would be nice to be able to stay on an older version of the game in VR if you are content with it the way it is.

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LogiForce
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Re: Oculus Rift - experimental support

#1570 Post by LogiForce » 04 Nov 2020 17:25

Madkine wrote:
04 Nov 2020 07:42
The game is still mostly single core with only some functions moved to secondary cores.
Making software multicore is difficult and you can wind up spending more CPU time coordinating the various threads than actually running the game.
Hm, I disagree with that notion because it depends on the approach and how strict you wish to coordinate the thread usage.
You could after all also decide for a first come first serve approach. Whichever thread says it is free will get the next task.
I am not a programmer but have seen Project CARS 1 and 2 develop including the addition of multi-thread support, and if done right there is definitely performance to be had.

One could also divide it in...

Core 1 = Base game (menu's, hud info, etc)
Core 2 = Physics & Force Feedback
Core 3 = Graphics communication
Core 4 = Audio

It is still limited but course enough to not lose much cpu time on coordination, and it will spread the load well enough on a CPU to improve performance.
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