vrperfkit
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Not working with AMS 2.
Copied the files to the .exe directory, but its not working. There isn
t even a logfile after starting the game.
If there is no log file, the mod wasn't loaded. The most likely cause is that you haven't put the files in the right directory. Search the directory structure if there is another executable somewhere deeper in the path, e.g. something like Bin\win64
or Engine
or anything of the kind.
Im sure it
s in the same directory as the AMS2.exe file. Reshade is working correct with the .dll in the same directory. I removed all reshade files to test vrperfkit.
I'm afraid I can't offer any further assistance. I don't own the game. But if there is no log file, that means that the game did not load vrperfkit's DLL. And I can think of no explanation that would make the game load Reshade's dxgi.dll, but not vrperfkit's.
For AMS2 i had to rename the .ddl from reshade(vrtoolkit from retrolux) to dinput8.dll. When i rename your .ddl the game is not starting.
Ah, yes. vrperfkit only works as either dxgi.dll or d3d11.dll, nothing else. If the game does not pick it up that way, then it's probably not using D3D11 and would not work with vrperfkit, anyway.
Im on oculus and vrperfkit is working fine for me for AMS2. Are you running it over SteamVR (openvr) or over the Oculus API?
SteamVR and WMR.
Thats strange...I can only say it works via the oculus api:
21:32:32 [17760] ====================== 21:32:32 [17760] VR Performance Toolkit 21:32:32 [17760] ======================
21:32:32 [17760] Current configuration: 21:32:32 [17760] Upscaling (FSR) is enabled 21:32:32 [17760] * Render scale: 0.77 21:32:32 [17760] * Sharpness: 0.9 21:32:32 [17760] * Radius: 0.5 21:32:32 [17760] * MIP bias: enabled 21:32:32 [17760] Debug mode is disabled 21:32:32 [17760] Currently active hotkeys: 21:32:32 [17760] * cycleUpscalingMethod 17 113 21:32:32 [17760] * increaseUpscalingRadius 17 114 21:32:32 [17760] * decreaseUpscalingRadius 17 115 21:32:32 [17760] * increaseUpscalingSharpness 17 116 21:32:32 [17760] * decreaseUpscalingSharpness 17 117 21:32:32 [17760] * toggleDebugMode 17 112 21:32:32 [17760] * toggleUpscalingApplyMipBias 17 118 21:32:32 [17760] * toggleFixedFoveated 18 112 21:32:32 [17760] * captureOutput 17 119 21:32:32 [17760] Installing hook for LoadLibraryA from 00007FFAEA71F500 to 00007FFAC7B7B2C0 21:32:32 [17760] Installing hook for LoadLibraryExA from 00007FFAEA71D680 to 00007FFAC7B7B310 21:32:32 [17760] Installing hook for LoadLibraryW from 00007FFAEA71E880 to 00007FFAC7B7B3F0 21:32:33 [17760] Installing hook for LoadLibraryExW from 00007FFAEA7193F0 to 00007FFAC7B7B380 21:32:33 [17760] LibOVRRT64_1.dll is loaded in the process, installing hooks... 21:32:33 [17760] Installing hook for ovr_Initialize from 00007FFA81BC8530 to 00007FFAC7B5F090 21:32:33 [17760] Installing hook for ovr_GetFovTextureSize from 00007FFA81BC95F0 to 00007FFAC7B5EFA0 21:32:33 [17760] Installing hook for ovr_EndFrame from 00007FFA81BC9980 to 00007FFAC7B5EE20 21:32:33 [17760] Installing hook for ovr_SubmitFrame from 00007FFA81BC9A70 to 00007FFAC7B5F300 21:32:33 [17760] Installing hook for ovr_SubmitFrame2 from 00007FFA81BC9BC0 to 00007FFAC7B5F180 21:32:33 [17760] d3d11.dll is loaded in the process, installing hooks... 21:32:33 [17760] Installing hook for D3D11CreateDevice from 00007FFAE0DD5440 to 00007FFAC7B5CBA0 21:32:33 [17760] Installing hook for D3D11CreateDeviceAndSwapChain from 00007FFAE0DD55C0 to 00007FFAC7B5D020 21:32:33 [17760] Oculus runtime initialization for version 3 21:32:33 [17760] Loading DLL at "C:\WINDOWS\system32\dxgi.dll" 21:33:21 [17760] Initializing Oculus frame submission... 21:33:21 [17760] Game is using D3D11 swapchains, initializing D3D11 resources 21:33:21 [17760] Swap chain has format 5, bind flags 1 and misc flags 8 21:33:21 [17760] Eye 0: submitted textures have resolution 1824x1856 21:33:21 [17760] Eye 0: output resolution is 2370x2410 21:33:21 [17760] Creating output swapchain in format 4 21:33:21 [17760] Swap chain has format 5, bind flags 1 and misc flags 8 21:33:21 [17760] Eye 1: submitted textures have resolution 1824x1856 21:33:21 [17760] Eye 1: output resolution is 2370x2410 21:33:21 [17760] Creating output swapchain in format 4 21:33:21 [17760] Trying to load NVAPI... 21:33:21 [17760] Successfully initialized NVAPI; Variable Rate Shading is available. 21:33:21 [17760] Installing virtual function hook for ID3D11DeviceContext::PSSetSamplers 21:33:21 [17760] Installing virtual function hook for ID3D11DeviceContext::OMSetRenderTargets 21:33:21 [17760] Installing virtual function hook for ID3D11DeviceContext::OMSetRenderTargetsAndUnorderedAccessViews 21:33:21 [17760] D3D11 resource creation complete 21:33:21 [17760] Creating D3D11 resources for FSR upscaling... 21:33:21 [17760] Creating replacement sampler for 00000000104C5EA0 with MIP LOD bias -0.38 21:33:21 [17760] Creating replacement sampler for 000000004B616DA0 with MIP LOD bias -0.38 21:33:21 [17760] Creating replacement sampler for 00000000104C66A0 with MIP LOD bias -0.38 21:33:21 [17760] Creating replacement sampler for 0000000007C83B20 with MIP LOD bias -0.38 21:33:21 [17760] Creating replacement sampler for 00000000104C69E0 with MIP LOD bias -0.38 21:33:21 [17760] Creating replacement sampler for 000000004B616CA0 with MIP LOD bias -0.38 21:33:21 [17760] Creating replacement sampler for 0000000007C83220 with MIP LOD bias -0.38 21:33:21 [17760] Creating replacement sampler for 00000000104C6220 with MIP LOD bias -0.38 21:33:21 [17760] Creating replacement sampler for 00000000104C5FE0 with MIP LOD bias -0.38 21:33:21 [17760] Creating replacement sampler for 0000000007C83C60 with MIP LOD bias -0.38 21:33:21 [17760] Creating replacement sampler for 00000000104C6460 with MIP LOD bias -0.38
Why it wont work via the openvr api is strange to me.
What happens if you don't rename the vrperfkit DLL and leave it at dxgi.dll? Did you try that? Does it still not produce a log file?
I tried that first. No log file and no effect.
Well, if that approach is working for nabel0, then one of you is lying or doing something wrong :D It either loads or doesn't. It can't work on one machine and not on the other.
Well, if that approach is working for nabel0, then one of you is lying or doing something wrong :D It either loads or doesn't. It can't work on one machine and not on the other.
The difference here is that he is using steamvr api and i am using oculus api...Maybe thats the point.
No, that has nothing to do with whether the DLL is loaded or not. Loading the DLL happens way before the game ever initializes either Oculus or SteamVR.
hmm...i think this game does something special...Lots of ppl reporting that it dont work if they use steamVR... Strange...
--> https://forum.reizastudios.com/threads/fsr-for-openvr.19036/page-5
I'm still playing now. A colleague with AMS2/G2/SteamVR has it working, but I don't.... just don't fire... so will report back if I manage to work out why.
Steam user here as well reporting in the forums this is not working for AMS2. If you check the original post, they created a custom version from your original mod as it never worked to begin with. We as users have no idea what the changes were done to the custom file but whatever it was it worked that way only. Is there anyone with knowledge of what the original person from the forum did? Unfortunately i don't have experience with modding these files.
a copy of the modded file is here: https://drive.google.com/file/d/1ckOBXtoqWpd5BvSmVS5ttE5Z4PYX2sij/view
I will add that the openVR dlls sit in the x64 folder structure but the exe is in the game root. I tried both folders without success.
here's a link to the folder files: https://www.dropbox.com/s/rzhy7ods6ydm7qw/folder_ams.png?dl=0
You are mixing things up. Vrperfkit works completely different then the old openvr_fsr mod. The Vrperfkit files belogs to your .exe of the game. And your previously changed "openvr_api.dll" files needs to be the original one.
Understood, i was sharing this with fholger so he knows how this games folder structure works. What i am saying is i have the files in root, but attempted to move them to the x64 folder too to test and neither options works. But i understand the design is to keep it in root.
I also have the original API dll file loaded. The custom one i renamed as you can see in my screen shot as a backup.
Is there a need to have a full version of the NVIDIA driver installed? For any additional API's? I usually don't install Geforce Experience et. al but will give it a go and see.
No, Geforce Experience does not make any difference. Not for the mod, anyway, and it shouldn't for the game, either.
Thanks for quick response - assuming CPU (AMD or Intel) makes no odds (just trying to nail down any differences between my and my friends setup)
Is there a way I could try and diagnose why it’s not being loaded with the game?
Sent from Rob's iPhone - Apologies for brevity.
On 20 Jan 2022, at 21:16, Holger Frydrych @.***> wrote:
No, Geforce Experience does not make any difference. Not for the mod, anyway, and it shouldn't for the game, either.
— Reply to this email directly, view it on GitHub, or unsubscribe. Triage notifications on the go with GitHub Mobile for iOS or Android. You are receiving this because you commented.
Great news! Someone on the forums provided the answer to why it's not loading correctly. See here: https://forum.reizastudios.com/threads/fsr-for-openvr.19036/page-5#post-169752
So now i see the log file, but it still seems i cannot see the effects or use the hot keys. LOG file attached above.
My guess is the problem is as follows?: from log: ..... 22:20:54 [8784] IVRClientCore::Cleanup was called, deleting hooks... 22:20:54 [8784] Removing hook to 00007FF81FE8E180 22:20:54 [8784] Removing hook to 00007FF81FE8E0A0 22:20:54 [8784] Removing hook to 00007FF81FEB1AD0 22:20:54 [8784] Removing hook to 00007FF81FEB7F50
According to the log, it never submitted any images to the headset. Just to be clear, vrperfkit does not work on the desktop mirror, it is only activated once headset rendering starts. So if AMS2 is like e.g. Assetto Corsa, you need to get into an actual race before anything happens.
If you did that and that log is from such a run, then yeah, vrperfkit never saw Submit being called. Removing the hooks is by design and should not cause that as they are reinstalled as necessary, but I guess if the game is doing something weird, it could miss some? You can try this build, but I wouldn't be super hopeful dxgi.zip .
Hey @fholger - many thanks for your continued help here. I tried your build above, but no difference as yo said.
However, following the instructions here has resulted in the mod being loaded.... no idea why! - https://forum.reizastudios.com/threads/fsr-for-openvr.19036/page-5#post-169752
Basically using the ASI side-loader here - https://github.com/ThirteenAG/Ultimate-ASI-Loader
OK i'm a dummy. Testing again today I'm seeing the improvements to FPS from the mod and I am getting it to load using the above method by using AIS Loader, but I am seeing the following compared to the previous mod. Wondering if its by design or something else? Maybe the AIS Loader isn't allowing the mod to work correctly...
- Using same config settings from old mod to new one, the older mod shows sharper image which shows in FPS as well (FPS hit). No matter though if i change the settings on the mod, i cant seem to get a different image...Even changing from FSR to NIS i see no difference. Its like it uses a default setting no matter what i list in config. I do see the correct settings in the LOG file though every time i reload the game, just no changes in the actual image quality from the HMD
- The hotkeys aren't working no matter what i try. Could this be a result of the AIS Loader?
- The new file you shared did work too, but for whatever reason was breaking some of the menus or pop up alerts in game. Reverting back to the original release DLL resolved this. I did some some big changes in the LOG file too so if you want to see compare if its helpful i can share.
- Lastly i don't see any effects of the fixedFoveated. Whether i enable/disable, or change radius: from 0.1 to 0.9 i see now image differences in the HMD which leads me back to bullet 1. Again LOG file does report the correct config changes.
Happy to do any further testing and provide any requested data. I do appreciate your support and also releasing these great mods to the community!!!!! This has seriously made my Simracing VR experiences so much better.
Yes, please provide logs. It sounds like it isn't actually doing upscaling, potentially just lowering the resolution, which would explain the FPS gain without sharpening. The difference between FSR and NIS is very obvious, especially at higher sharpness settings, so if you can't see that, in all likelihood something isn't working right.
Hey guys.
A few observations from my testing earlier.
- I do believe it is upscaling (but my eyes could be deceiving me as I run at 0.8, so 80% qualtiy) with steam SS at 100% (Reverb G2) - sometimes hard to tell!
- Life you, hotkeys don't work for me.
- Debug mode when set to true does not show the circle in the HMD where the full quality upscaling is applied. Your previous FSR mod did do this (the one NuScorpi re-built) hence me knowing that 0.3 is fine on the G2, which has a poor sweet spot. .
- I was able to notice the difference when changing the sharpening value in the config file. I used NIS (not FSR) and dialled it down from 0.7 to 0.2, which I assume is 20%, in line with a setting I use in a similar NIS upscaling mod for FS2020 - anything above this looks too artifacty! I also dialled back the DX11settings.xml sharpening from 1.8 to 1.2 too.
- So my final settings for my G2 in the Vrperf.cfg are renderscale 0.8, sharpening 0.2, radius 0.3 and foveated rendering on.
Attached is the log file and settings for ref.
Original NuScorpi recompile of your mod here - https://drive.google.com/file/d/1Fb51oHM4g513k5Vs_bO-px4sZMFzA_5p/view?usp=sharing with his comments here https://forum.reizastudios.com/threads/fsr-for-openvr.19036 vrperfkit.log.txt vrperfkit.yml.txt /
I'm afraid the log is pretty clear - there's no upscale happening at all. The mod is never seeing a submit call from SteamVR and hence isn't doing any post-processing. That's also why you are not seeing the debug circle and why the hotkeys aren't working. Whatever difference you think you are seeing between different sharpening values is a placebo.
I don't know why it isn't seeing the submit, but at the moment the mod isn't doing anything. At best, it might be reducing render resolution, I can't be sure of that.
For reference, this line must be present in the log to indicate that the mod is actually working:
21:53:19 [10172] Game is submitting D3D11 textures, creating necessary output resources...
Doh, well that’s somewhat embarrassing!
… what next? How can we help you?
On Fri, 21 Jan 2022 at 17:34, Holger Frydrych @.***> wrote:
I'm afraid the log is pretty clear - there's no upscale happening at all. The mod is never seeing a submit call from SteamVR and hence isn't doing any post-processing. That's also why you are not seeing the debug circle and why the hotkeys aren't working.
I don't know why it isn't seeing the submit, but at the moment the mod isn't doing anything. At best, it might be reducing render resolution, I can't be sure of that.
For reference, this line must be present in the log to indicate that the mod is actually working:
21:53:19 [10172] Game is submitting D3D11 textures, creating necessary output resources...
— Reply to this email directly, view it on GitHub https://github.com/fholger/vrperfkit/issues/16#issuecomment-1018720315, or unsubscribe https://github.com/notifications/unsubscribe-auth/AAGQC2EXLT5BCELPDUVD2F3UXGKK7ANCNFSM5MMMXAVA . Triage notifications on the go with GitHub Mobile for iOS https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675 or Android https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub.
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