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Which game is affected?
DCS World (SteamVR via occulus link)
Describe the issue
Hi, the RDM mode was visually working fine in DCS but did not get any increases in performance unfortunately, in earlier runs could see the VRS mode was picked up and could toggle to it but was not able to notice any effect with it on visually or performance wise
Could resoloution sliders in the Occulus VR / Steam VR interact with performance?
Occulus is set to 5408x2736
SteamVR is set at 2704x2736 per eye (auto)
I was running your reshade mod at the same time also, which works great :D
Debug log
I ended up setting the config quite agressively and reloading the game to see if could get any performance
Initializing hooks...
Requested interface IVRSystem_019
Injecting GetRecommendedRenderTargetSize into IVRSystem_019
Requested interface IVRCompositor_022
Injecting Submit into IVRCompositor_022
Requested interface IVRExtendedDisplay_001
Requested interface IVRRenderModels_006
Creating post-processing resources
Requested interface IVRSystem_022
Raw projection for eye 0: l -1.27994, r 1, t -1.19175, b 1.11061
Display is canted by 0 RAD
Projection center for eye 0: 0.561392, 0.517621
Requested interface IVRSystem_022
Raw projection for eye 1: l -1, r 1.27994, t -1.19175, b 1.11061
Display is canted by -0 RAD
Projection center for eye 1: 0.438608, 0.517621
Input texture is in SRGB color space
Creating output textures in format 28
Trying to load NVAPI...
Successfully initialized NVAPI; Variable Rate Shading is available.
Current profile renders 27% of pixels of target resolution 2836x2868
There are 126732 blocks, 8955 at full res, 6968 at half res, 80566 at 1/4th res, 30243 at 1/16th res.
Requested interface IVRSystem_022
Raw projection for eye 0: l -1.3, r 1, t -1.2, b 1.1
Display is canted by 0 RAD
Projection center for eye 0: 0.56, 0.52
Requested interface IVRSystem_022
Raw projection for eye 1: l -1, r 1.3, t -1.2, b 1.1
Display is canted by -0 RAD
Projection center for eye 1: 0.44, 0.52
Creating sharpened texture of size 2836x2868
Injecting ClearDepthStencilView into D3D11DeviceContext
Injecting OMSetRenderTargets into D3D11DeviceContext
Injecting OMSetRenderTargetsAndUnorderedAccessViews into D3D11DeviceContext
Creating shader resource view for input texture 000001F91045CAF8
Texture has size 2836x2868 and format 28
Creating shader resource view for input texture 000001F91045F238
Texture has size 2836x2868 and format 28
Creating depth stencil views for 000001F91045DD38
Texture format 19, array size 1, sample count 1
Creating depth stencil views for 000001F9EE2F0AB8
Texture format 19, array size 1, sample count 1
Creating depth stencil views for 000001FFDB193378
Texture format 19, array size 1, sample count 1
Creating depth stencil views for 0000020146668AF8
Texture format 19, array size 1, sample count 1
Fixed foveated rendering is now disabled.
Fixed foveated rendering is now enabled.
Fixed foveated rendering is now disabled.
Fixed foveated rendering is now enabled.
Sharpness is now at 0.35
Sharpness is now at 0.4
Inner FFR radius is now at 0.35
Inner FFR radius is now at 0.4
Inner FFR radius is now at 0.45
Inner FFR radius is now at 0.5
Inner FFR radius is now at 0.55
Inner FFR radius is now at 0.6
Average GPU post-processing time per frame: 0.62 ms
Inner FFR radius is now at 0.55
Inner FFR radius is now at 0.5
Inner FFR radius is now at 0.45
Inner FFR radius is now at 0.4
Inner FFR radius is now at 0.35
Inner FFR radius is now at 0.3
Inner FFR radius is now at 0.25
Inner FFR radius is now at 0.2
Inner FFR radius is now at 0.15
Inner FFR radius is now at 0.1
Inner FFR radius is now at 0.05
Inner FFR radius is now at 7.5e-09
Inner FFR radius is now at 0.05
Average GPU post-processing time per frame: 0.66 ms
Inner FFR radius is now at 0.1
Inner FFR radius is now at 0.15
Inner FFR radius is now at 0.2
Inner FFR radius is now at 0.25
Inner FFR radius is now at 0.3
Inner FFR radius is now at 0.35
Inner FFR radius is now at 0.3
Inner FFR radius is now at 0.25
If possible, post the contents of the openvr_mod.cfg and openvr_mod.log files.
The text was updated successfully, but these errors were encountered:
Test this today in DCS (before seeing this bug report), confirm the visual changes happen, but has zero impact on GPU frametime or FPS with a 3090. Tested on active pause in an FPS-intense area I generally use for framerate testing.
Like the prior poster I also see good results when using openvr_fsr.
Which game is affected?
DCS World (SteamVR via occulus link)
Describe the issue
Hi, the RDM mode was visually working fine in DCS but did not get any increases in performance unfortunately, in earlier runs could see the VRS mode was picked up and could toggle to it but was not able to notice any effect with it on visually or performance wise
Could resoloution sliders in the Occulus VR / Steam VR interact with performance?
Occulus is set to 5408x2736
SteamVR is set at 2704x2736 per eye (auto)
I was running your reshade mod at the same time also, which works great :D
Hardware
Oculus Quest 2, AMD Ryzen 7 5800, RTX3060ti
Debug log
I ended up setting the config quite agressively and reloading the game to see if could get any performance
If possible, post the contents of the openvr_mod.cfg and openvr_mod.log files.
The text was updated successfully, but these errors were encountered: