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Posted

I don't know if I've just got it all wrong but I swear it used to be that setting the SteamVR slider too high, hunting for better image-quality, came at a cost in FPS and stuttering and ghosting. I certainly remember it being the case on my G2.

Now this, same card and CPU. i5 8600k and RTX 3080ti.
Do I have this right...4200x4200 = 17,640,000. But that's per eye, right? So x2 = 35,280,000 pixels (or super-sampled pretend ones). That's what the GPU is putting out without producing an IL2 slide-show (which it most certainly would have on the G2).

My best guess is the Pico4 is somehow able to tell the GPU to not produce more pixels than it (the Pico) can handle. But "Shh, don't tell SteamVR or fpsVR, giggle".
 




 

Posted

Look in your startup.cfg - whatever or_width and or_height says is the resolution your GPU is rendering IL2 at.

Posted
10 minutes ago, firdimigdi said:

Look in your startup.cfg - whatever or_width and or_height says is the resolution your GPU is rendering IL2 at.


 win_height = 2160
      win_width = 3840

That's the monitor's resolution, not VR.

Posted
1 hour ago, Hetzer-JG51 said:


 win_height = 2160
      win_width = 3840

That's the monitor's resolution, not VR.

 

Indeed, those are not the variables I mention though. The vr related ones are further down called or_width and or_height.

Posted

Ah, found them. 
or_height = 2494
or_width = 2494

So the SteamVR is super-sampling, not actual pixels.

The native resolution is 2160 x 2160. With 150% on the SteamVR slider the IQ was not good (blocky wings at 300m from 6 o'clock and shimmering everything). That's 2160 + 50% = 3240.

With 2160 at 200% on the slider, that's 2160 + 100% = 4320. Now the IQ is superb (no blocky wings or shimmering). So that extra 50% (150% to 200% on the slider) is definitely doing something. What I don't get is how the startup.cfg reports a higher resolution than the headset's actual physical spec yet it's not reporting the SteamVR readout of 4320. Obviously SteamVR doesn't create real pixels, it's super-sampling the real ones. But 2494 - 2160 = 334. So 334 super-sampled pixels? Lol.

Never mind that 2160 up to 2494 isn't even remotely enough to account for what's needed to deal with the distortion overhead? Or don't pancake panels/aspherical lenses need that?

Nothing is adding up here. Lol.

Posted

HMDs don't render to their display's native resolution because of their distortion profiles.

Posted
3 minutes ago, firdimigdi said:

HMDs don't render to their display's native resolution because of their distortion profiles.


Yeah, I know.

chiliwili69
Posted
9 hours ago, Hetzer-JG51 said:

The native resolution is 2160 x 2160

 

2160x2160 are the pixels of the Physical display for one eye. (Some people call this native resolution)

For Godlike mode, 3120x3120 are the rendered pixels for one eye when slide-bar in SteamVR is set to 100% (some other people call this native resolution)

 

The term "native resolution" is a non well defined term.

 

So It is better to call it "physical display resolution" and "rendered resolution for 100%SS".

 

Every headset in the market has their own physical display resolution and always a higher rendered resolution for 100%SS. This is to compensate the lens distortion.

 

you can look at this table in the tab "SS per device":

https://docs.google.com/spreadsheets/d/1gJmnz_nVxI6_dG_UYNCCpZVK2-f8NBy-y1gia77Hu_k/

 

Untitled.thumb.png.0371bf24cb856286acc7a787bed327d9.png

 

 

What I really don´t understand is why your or_height and your or_width are 2494x2494.

 

They should be 3120x3120 when you put 100%SS and Godlike mode.

 

Anyone else with a Pico4 can test this as well?

Posted
1 minute ago, chiliwili69 said:

 

2160x2160 are the pixels of the Physical display for one eye. (Some people call this native resolution)

For Godlike mode, 3120x3120 are the rendered pixels for one eye when slide-bar in SteamVR is set to 100% (some other people call this native resolution)

 

The term "native resolution" is a non well defined term.

 

So It is better to call it "physical display resolution" and "rendered resolution for 100%SS".

 

Every headset in the market has their own physical display resolution and always a higher rendered resolution for 100%SS. This is to compensate the lens distortion.

 

you can look at this table in the tab "SS per device":

https://docs.google.com/spreadsheets/d/1gJmnz_nVxI6_dG_UYNCCpZVK2-f8NBy-y1gia77Hu_k/

 

Untitled.thumb.png.0371bf24cb856286acc7a787bed327d9.png

 

 

What I really don´t understand is why your or_height and your or_width are 2494x2494.

 

They should be 3120x3120 when you put 100%SS and Godlike mode.

 

Anyone else with a Pico4 can test this as well?


Confusing, isn't it. It seems like different apps take data from different points in the pipeline. What I do know is that Streaming Assistant in "Ultra" mode is 2560 x 2560 and it looks shit in-game. Virtual Desktop in Godlike mode is 3120 x 3120 and it looks ok but still blocky wings and shimmering. Put the SteamVR slider up to 200%, awesomeness. That, according to the maths, is 6240 x 6240 and should produce a slide-show. Obviously it's not and as the apps report different figures there's really no way to understand what's actually going on.

On the 4090 I have the slider at 250% and the IQ is identical to 200% on the 3080ti, so there's definitely a cap in play.

Posted (edited)

Are you certain that you are using the game's default openvr_api.dll and haven't forgotten one like fholger's with FSR active at 0.8 scale (3120x0.8=2496)?

 

 

Edited by firdimigdi
question mark for the question
  • Upvote 1
Posted
17 minutes ago, firdimigdi said:

Are you certain that you are using the game's default openvr_api.dll and haven't forgotten one like fholger's with FSR active at 0.8 scale (3120x0.8=2496)?

 

 


That's a good question and one I can't answer, I have no clear memory of how I left the game last year. All I can remember is I used Open Composite until a Steam update borked it and I might have reverted to OEM in my attempts to get the superb IQ back.
I also copy/pasted my IL2 install on this rig to the new one.

But...until I put the SteamVR sliders up on both rigs the IQ was crap.

Posted

Sadly I won't be near a PC for a while so I can't put it online for you, but IIRC, if you are not playing a Steam ver you can get the launcher to restore it by deleting it and renaming the updates directory. It might or might not need to redownload a bunch of files because of this but you can stop it once the .dll is in place and rename the old updates directory back. With the Steam ver skip the last bit and just verify the install after deleting the .dll

Posted
57 minutes ago, firdimigdi said:

Sadly I won't be near a PC for a while so I can't put it online for you, but IIRC, if you are not playing a Steam ver you can get the launcher to restore it by deleting it and renaming the updates directory. It might or might not need to redownload a bunch of files because of this but you can stop it once the .dll is in place and rename the old updates directory back. With the Steam ver skip the last bit and just verify the install after deleting the .dll


I'm not going to do anything that might screw up what I've got. I'm curious but not that curious. ?

102nd-YU-cmirko
Posted
On 4/15/2023 at 11:23 AM, chiliwili69 said:

 

What I really don´t understand is why your or_height and your or_width are 2494x2494.

 

They should be 3120x3120 when you put 100%SS and Godlike mode.

 

Anyone else with a Pico4 can test this as well?


yup, this is correct ^^ (Godlike and 100% SS either in SteamVR or opencomposite + OpenXR Toolkit) 

 

On 4/15/2023 at 12:39 PM, firdimigdi said:

Are you certain that you are using the game's default openvr_api.dll and haven't forgotten one like fholger's with FSR active at 0.8 scale (3120x0.8=2496)?

 


I'm almost certain this is the case what firdimigdi is saying..., simple test is to see the size of the openvr_api.dll on disk - original api is around 300KB and opencomposite releases are around 1800KB

image.png.60466ecc27681ac004fb219e02c086e8.png

  • Thanks 1
102nd-YU-cmirko
Posted
21 hours ago, Hetzer-JG51 said:


I'm not going to do anything that might screw up what I've got. I'm curious but not that curious. ?

 

X:\IL-2 Sturmovik Great Battles\bin\game ---> in this location of your game installation you can exchange openvr_api.dll as you please (to experiment with opencomposite + openXR toolkit or openvr_fsr dll file's) original openvr_api.dll can always be downloaded by deleting ALL versions of this file and then starting the game launcher, launcher will update the original file if it's missing in this location

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