SkyrimVR: Use parallel projection off (and some Fallout 4 notes)

Edit: okay I just learned that parallel projection is only a problem with blurriness in large FOV!! If I keep pitool in normal fov skyrim looks just like it does when pp off, it was the large fov with pp causing blur (parallel projection bug) Large fov perfectly clear with parallel projection off. Though I’d still keep off for the better performance.

Old Post. I noticed that with parallel projection OFF in skyrim the loading screens and bethesda splash screen gets double vision if you tilt your head, but overall the rest of the game is totally fine. Also when parallel projection is OFF the game is extremely clear on the 5k+ and 8k and the performance is much better. (we know about performance aspect, but I don’t hear much about the blur pp adds)

With the parallel projection setting ON the main menus all look normal again but the game has an overall blur to it, and the performance suffers greatly. I would tell people definitely play with parallel projection off and just deal with the loading screens double vision stuff on splash screen.

I then tested fallout 4 vr and it basically requires parallel projection (unfortunately) because many in-game graphics are messed up without it. You can sort of fix the in-game blur from parallel projection a little with this command added to documents\mygames\fallout4vr\fallout4custom.ini:

[VRDisplay]
fRenderTargetSizeMultiplier=1.5

As SteamVR supersampling seems to have no affect at all on fallout 4 vr with the pimax.

Edit: tldr; large fov basically broken with parallel projection on from the bad blur.

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I had the same thing with the loading screens double-vision on skyrim. I’m surprised Sweviver missed this when he was testing it all the time.

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Pretty sure he and Sebastian sad that.

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@BarShiftGames It’s possible they use parallel projection for skyrim or it’s possible they just didn’t mention the double vision in loading screens, maybe maybe something changed in .91.

But yes it’s not good for this game, pp fixes loading screen and splash screen but makes everything blurry! Definitely recommend playing with it off. (Plus the nice performance boost of course)

Edit: okay I just learned that parallel projection is only a problem with blurriness in large FOV!! If I keep pitool in normal fov skyrim looks just like it does when pp off, it was the large fov with pp causing tons of blur (parallel projection bug)

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So it isn’t just a case of PiTool not increasing the render target enough to preserve PPD resolution at the centre of the lens, when you go with full FOV and parallel projection?

I could imagine they could be pulling back on the resolution in order to reign in the performance hit somewhat.

I could also imagine that even if they don’t, SteamVR’s automatic supersampling setting could take it upon itself to to pull those reigns, to keep the workload within reason, if you have not overridden that.

None of what I just wrote would be a bug, nor the fault of the FOV, per se (EDIT: …and should be possible to counter by taking control of one’s supersampling, at the cost of performance).

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@jojon I tried supersampling very high and with large fov and parallel projection on, but somehow the image is still has a blur to it. It does get a little clearer but nothing like normal fov mode at 100% ss.

Also large fov works perfectly fine when parallel projection off (Crystal clear)

A poster mentioned large fov was blurry in old pitools (even with parallel projection off) It was just fixed in .91 he said, this makes me think they just didn’t apply the fix to parallel projection yet for large fov.

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Aha, ok, thanks!

I have been wondering whether they do the reprojecting (for the canted screens, that is - not for frame synthetisation) single-stage, by adapting the distortion algorithm, or are doing it in a separate pass, before distorting for the lens, which would add a generation of image manipulation.

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really interesting thanks!

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