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Just a little idea if you are ennoyed by both eyes screen mirrorring of the VR view


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Posted (edited)

I am not sure , perhaps this has already been solved but It bothered me a bit because i was not being able to show off my shooting skills to my friends who were distracterd by screen mirroring of both eyes view. So when Steam VR allowed to mirror VR view on the screen I was happy but some of you ,ight realize that you always had to have generic BOS double view window on the top of Steam VR view.  To solve this I changed BOS startup.cfg .   I changed line desktop_center = 0 (was 1 before) , and then miniaturized the generic BOS window by changing lines win_height = 12
 (was 720 or so)    win_width = 24 (was  1240 or so). Now spectators can enjoy almost full screen view of my spectacular skills. See screenshot if interested( note the browseer below steam VR view window and tiny BOS generic window in the very top left corner.   I don' t know , perhaps this helps someone.

Cheers

steamvr view one eye.JPG

Edited by rulezcz
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  • 4 months later...
Posted (edited)

It did not work for me. Reducing window size below full screen limits the mouse to that area in VR, so I cannot even log in. desktop_center = 0 did nothing.

Edited by Impalor
Posted

IL-2 GB used to render in only one eye on monitor back when they first implemented their VR support.

Never understood their reasoning behind moving to rendering both eyes.

 

 

SCG_Fenris_Wolf
Posted
5 minutes ago, dburne said:

IL-2 GB used to render in only one eye on monitor back when they first implemented their VR support.

Never understood their reasoning behind moving to rendering both eyes.

 

 

"Community request" that never made any sense.

 

They should just put in the right eye.

Posted

I believe the switch from what we had, to it showing both eyes, was a performance thing, to improve FPS -- as in send to screen the same as what is sent to the headset and remove processing that was required to output those different views at the same time. Send something different to the screen than what is going to the headset = extra lines of code/processing needed to do that additional thing, rather than output the same already rendered/configured image to two destinations, and the impact of the needed extra CPU cycles on FPS.

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