I wonder what solution they used for Valve Index. Although 5 degrees aren’t so much, they are still something that should be considered
From the ED newsletter about next beta release:
We also wanted to give you an update on the following issue: VR: Double Vision and Incorrect Rendering on HMDs with Non-Parallel Displays (ex. Pimax) . At the current time, there are no plans to provide support for new HMDs outside the officially supported systems and platforms. The officially supported platforms are Valve Index, HTC Vive and Oculus.
All the voting was for nothing ATM
I guess what they are saying is they will not support canted geometry. Which I would attribute to some vr rendering optimization which is not compatible with the non-parallel views, and changing that would require a different algorithm and possibly a performance hit.
As I see it, there are three forward paths:
- Ask for Frontier to make Pimax an officially supported platform.
- Insist that Valve Index needs optimisation for it’s canted screens.
- Live with it.
I Guess path 2 would require someone knowledgable owning a Valve Index, to compare FPS, before or after changing Steam\config\steamvr.vrsettings between “steamvr” : { “renderCameraMode” : “raw” }` and “steamvr” : { “renderCameraMode” : “parallel” } if that is possible. If there are enough fps to be gained we can approach this issue to Frontier from the Valve Index side of things.
Edit for reference: According to my measurements on Pimax large fov at 1.0 render (game at 1.5 hmd and high quality on most settings, ao off, antialias off, we get 30 fps with PP enabled 50 fps without and thats really significant, would be less on Index, I wonder by how much).
That’s a disappointing, understandable answer. Guess it’s a matter of abandoning all hope and living in a constant state of despair.
Whelp time to back Star Citizen jk. I’m going to NMS. Can’t believe I’m saying that.
Large FOV is really the worst case, because the overhead from the PP mode is huge. So it would not say much about the perf. difference in the Normal mode, or on Index.
Plus (as I wrote above), I believe the (potential) support might require rewriting some parts of the render path and potentially will also impact performance, so it is not even sure that the figures you get now, with the wrong rendering, will be representative for what would you get on the correct implementation.
I guess only FDev can say for sure, and considering the current state of affairs in ED, I guess the support for the canted geometry is the last of their concern.
I don’t think it’s a huge effort either especially since it would just be an alternative rendering path option aside any game design aspects.
It’s just that Frontiers marketing team sees not enough value in it and the devs have not the talent or interest.
Restart at Leave and hope for exploring system OpenXR one day…
This is very disappointing, combined with the gameplay being overly simplistic and repetitive for years it is rapidly falling from being one of my favourites to gathering dust. I hope 2020 will save it, or that might be it.
Perhaps goes to show that just as VTOL VR is to DCS, where VR is tacked on, we need a space game with decent depth built from the ground up for VR
maybe their 3d-engine is written so that non-parallel vieports will be difficult to do. Hard to say really. As a programmer, I’ll say that technically it’s quite easy to do, unless some cutoff procedures and shaders are rigidly attached to camera axis. a lot depends on how the engine is written.
PS: just hope new engines will support it in the future nobody knew about canted displays when the elite was written. it would be easy to support, if such an opportunity had been originally envisaged, at least in the future …
Well, since nobody else called them out on the given cause for dismissal in the thread, I just did so, even though I do not have the hands-on technical chops…
Where? charcharcharchar
That link is to page 13, where I am right at the bottom, if you want to review that entry before making a more substantial one of your own. :7
I could hardly add anything of substance to your succinct explanation, so I gave you like instead
For what it’s worth, I put my clueless 2 cents in as well hehe
And with a decent shred of politeness, too. I’ve clearly got a bit to learn from you. :7
Oh no you’re too hard on yourself!
There’s nothing impolite about your post and it’s a far more persuasive technical argument to the devs than anything I could cobble together.
Sadly though, regardless of what any of us feedback to them now, I think the Pimax ED horse has bolted
I’d be interested to know if any contact between Pimax and Frontier ever took place, in case there’s any room for positivity for the future
Pretty sure the most recent update on the Pimax end was @SweViver asking for a contact on their team, which to me implies they weren’t already connected.
Can somebody ELI5 my butt? I have been taking a break from using the Pimax and therefore E:D. Last time I played it was working. Is something permanently broken or is this just to get better performance?
E:D still works, but with Parallel Projections turned on. It would improve performance generally if the game were updated to allow PP to be turned off.