Eye tracking module, DFR compatibility and FPS performance - please add your titles

Indeed, logging FPSVR reported frame times is what people should be doing.

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AC may be needing something like this?

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IL-2 is year 2009’s DX11 and has deferred shading. I doubt it would work with VRS. It does require PP=on again as well. Until they modernize the engine to DX12, I don’t have too many hopes up high yet.

It would be interesting if this works with DCS, NMS and ED!

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Oh, by the way…

Does the NVidia API used offer different filtering options for the reduced shading rate areas (EDIT: …without touching the 1:1 area), or is it discrete blocks of pixels forever? (E.g. post effects like smoothing, blur, radial blur, AI upscaling, any of those TAA assisted, or other more or less complex methods for mitigating aliasing in the periphery.)

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Or increase resolution/supersampling until the framerate drops below the maximum refresh rate?

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IL2 doesnt require PP anymore, or did I miss something?

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That would work. :-7

Not sure if it’s possible with AC unfortunately.

I checked and it’s a custom engine supporting DX11, but looks like no MSAA support via Content Manager. Plus no info about the rendering method.

Forward rendering and MSAA are requirements for VRSS.

(Btw I understand when that VRS is used for foveated rendering in VR, it is called VRSS. Variable Rate Super Sampling vs Variable Rate Shading :slight_smile: )

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Eye tracking updates here: https://community.openmr.ai/t/pimax-module-et-ht-info-sweviver/28981

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Unfortunately it is required now, that’s why I said “again”. The viewports go divergent when using the zoom. They changed the zoom method in early June.

Basically the perspective looks normal when you first start it up. But if you zoom in, it bugs out. Their recently built zoom method doesn’t consider canted displays.

Their solution is “No problem, just use PP”.

They also do not use VRWorks API for their DX11 engine. Also, use deferred shading, so it seems no VRS. The game might be a write-off if they don’t change any of these things imo.

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VRS is called VRS whatever it is in in VR or not. VRSS is a newer feature (design for VR) which works in the opposite way VRS works.
Instead of degrading the image (downsampling) the further you get from the focus point, it will upgrade the image (sumpersampling) at the center.
It also has a dynamic mode where the increase in image resolution at the center can vary depending on the GPU load/availability.

For example, instead of configuring your game by maxing out the quality setting in PiTool with aggressive VRS, you could (hypothetically) set it up at 0.75 and activate VRSS to get kind of the same result.

Unfortunately, there is no such options so far.

Understandably, VRS already increase (transfer load to) the CPU. Adding a pass to add a blur effect on the image would increase the GPU load, but I have no idea by how much (how much gain will we retain after that?).

Nvidia already shown how it should be done in 2016, but I wonder if it is even possible to implement it outside of the game code directly.
https://blogs.nvidia.com/blog/2016/07/21/rendering-foveated-vr/

… they found that the traditional approach of rendering lower-resolution images for our peripheral vision results in distracting flickering if the foveation is too aggressive. They also found that simply blurring images picked up by the eye’s peripheral region reduces contrast, inducing a sense of tunnel vision.
However, by combining blur with contrast preservation, they found that users could tolerate up to twice as much blur before seeing differences between the foveated and non-foveated images.

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Thanks I’ll read through the articles! :+1:

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@SweViver sorry to disturb I appreciate you are busy with Pimax Experience, but any rough ETA for a video testing some of the popular titles mentioned above?

Personally I am most interested in seeing performance figures for these:

DCS World
Elite Dangerous
No Man’s Sky

Cheers! :+1:

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FFR works in Elite D, at least for some people. It has consistently worked for me and another person also said it worked. Others have reported a problem with 1 panel being blocky/pixelated. It might be due to the video driver version, otherwise, I’m not sure what the problem might be.

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Is it possible to have slider/values for the size of the sharp center circle or is this fixed?

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Yes same for me, as mentioned recently it works but extremely aggressive on conservative setting. I’m interested to know what kind of performance gain can be had, if any, from DFR over FFR. I saw a post from Sweviver saying that it mainly reduces the artefacts in your peripheral vision, and I would like to know more :slight_smile:

Plus I’ve always had an ED problem that I cannot turn on any AA when in VR. Puts the game in VGA mode in effect and is an unplayable unreadable mess. It has never changed with any update of drivers, SVR, PT, game etc. Works fine otherwise on a monitor.

Regarding one eye being pixellated, I had that on Boneworks with FFR. I put it down to either a PT game-specific setting, driver, or game version problem, as it varies per user as to which game is affected. I’ve never seen it on ED myself.

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This might be more down to Nvidia? Atm the VRSS settings per game allow you to choose between, On / Off / Adaptive in the Nvidia control panel under Manage 3D settings.

Adaptive aims to keep the FPS at 90Hz or higher:

Variable Rate Supersampling: Improve Image Quality In VR | NVIDIA.

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I don’t think it’s extra aggressive, instead I think that Elite D reacts poorly to reduced resolution, due to the art assets. It suffers badly from aliasing and associated pixel crawl.

As for performance gain, it should be fairly similar to FFR. When looking straight ahead it should be about the same, when looking far away from the center, it should be a bit faster, assuming that the full res area is always the same size and that the area outside is always at the same low res.

The AA is “fake” post-processing and doesn’t work very well. I disable it and use super-sampling (even on a flat screen).

I’m beginning to wonder if that issue is due to firmware differences between video cards.

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I also thought about the DFR and Eyetracking, the FFR has quite a large center area, in racing I don’t notice it much since I am focusing in the front and mostly move my head a bit to see the rear mirror. In other games it more noticeable.

I thought since it will depend on the user an scenario, scaling the none reduced area might be of benefit.
Sure for the other stuff it’s Nvidia s take I guess.

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I had a strange behavior for FFR the last days, some times it was clearly active as normal, some times not and sometimes it seemed off ( stronger or less visible) - all which I never seen like this before. I did update my GPU driver…
, [PURE GUESSING MODE - > ]
So maybe they are tinkering on something related due to the changes in Windows 2004 Update and GPUs being able to handle there memory more independently… And what ever that entails… DX12 ULTRA and so on

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