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Suggestion for overrideSingleEyeOrder strings to find appropriate FR setting

Open Houndmux opened this issue 2 years ago • 2 comments

I posted this in #66, maybe it was overlooked so I'll try again:

Here's a video of the foveated rendering in ED using overrideSingleEyeOrder LRLRLR: https://www.youtube.com/watch?v=OShjJhrOevU As you can see the peripheral area is rendered at lower resolution as it should and the center is higher res. However as I start pitching up, you can all of a sudden see a patch of terrain texture in the center rendered at low res. Do you think this can be fixed with the overrideSingleEyeOrder parameter? And if so, can you suggest a list of values to successively test the L,R,S permutations? I still don't understand how this parameter is interpreted, i.e. what's the difference for example between LR, LRLR and LRLRLR. Wouldn't the algorithm repeat the pattern such that these three values produce the same result?

Houndmux avatar Apr 28 '22 18:04 Houndmux

My issue with ED was that at least the main menu UI was rendering weirdly. The rest of the picture had FFR applied correctly, but in the left eye UI was rendered with FFR shifted to the left (i.e. the same part of the image was rendered normally in the right eye, but with lower resolution in the left one). The rest of the game was looking fine.

ZhenyaPav avatar May 13 '22 16:05 ZhenyaPav

That's what I see too. Therefore I'd like to test various FFR settings, but as long as I don't understand the logic of the overrideSingleEyeOrder string, I don't know how to systematically test this. There are a lot of possible [L,R,S] permutations for a maximum string length I don't even know.

Houndmux avatar May 13 '22 17:05 Houndmux