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feat(VR): enable volumetric lighting

Open alandtse opened this issue 1 year ago • 11 comments
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Ready to merge after prereqs.

  • [ ] https://github.com/doodlum/skyrim-community-shaders/pull/590
  • [x] https://github.com/doodlum/skyrim-community-shaders/pull/586
  • [x] https://github.com/doodlum/skyrim-community-shaders/pull/585
  • [x] https://github.com/doodlum/skyrim-community-shaders/pull/582.

Testing for new bugs.

alandtse avatar Sep 28 '24 10:09 alandtse

Current issue is the VLTex only renders something appropriate for the left eye. This results in mismatches in the right eye. Since VL is very subtle, it's hard to notice. Attempts to generate VLTex in stereo are ongoing.

image

Notice the shaping matches the arch on the left eye, but is not placed properly on the right. image

alandtse avatar Sep 30 '24 00:09 alandtse

Ok stereo is fixed. Seeing some artifacts with latest dev in dynres though.

alandtse avatar Sep 30 '24 08:09 alandtse

Did you see that your previous prereq to this PR was reverted? https://github.com/doodlum/skyrim-community-shaders/commit/398f552d19d0229fc8b05ce183e40d2778142db0

FlayaN avatar Sep 30 '24 23:09 FlayaN

No biggie. The improvements were marginal and honestly not something that is too important to me. My rebase should have removed them but I'll verify again.

alandtse avatar Sep 30 '24 23:09 alandtse

Dynres is fixed.

alandtse avatar Oct 04 '24 08:10 alandtse

Getting reports of ctds for large load orders. Gonna move this to drafts.

alandtse avatar Oct 04 '24 18:10 alandtse

Bump IsVRAddressLibraryAtLeastVersion in XSEPlugin.cpp to 0.154.0

FlayaN avatar Oct 04 '24 22:10 FlayaN

Night sky has a lot of flickers. Has been this way since August I believe.

Moyse06 avatar Oct 05 '24 03:10 Moyse06

Not related to VL.

alandtse avatar Oct 05 '24 04:10 alandtse

Ok, fixed ctds for shizof

alandtse avatar Oct 05 '24 05:10 alandtse

I'm actually thinking there's no reason to do the CopyResources call. Right now by trying to restore the call when not in dyn res, I'm seeing some tearing as the stencil size actually changes in phases resulting in some artifacts if you're toggling dynres. Looking at renderdoc, I don't see any reason to keep the CopyResources call (which actually was the effect of earlier builds due to a bad boolean check).

EDIT: One reason discovered, bDepthBufferCulling and no dynres results in no depth buffer being generated anywhere in the frame. The copy is required to generate something so the previousframe depth buffer is correct.

alandtse avatar Oct 05 '24 09:10 alandtse

Fixed bDepthBufferCulling bugs:

  • Downscaled depth buffer stencil resulting in bad UI stencil
  • Rendering objects improperly culled with disk cache enabled

alandtse avatar Oct 06 '24 07:10 alandtse

Can't reproduce any bug with bUseHiddenAreaMesh. Looks like a hmd specific bug with upscaler.

alandtse avatar Oct 10 '24 02:10 alandtse