SamuKata
NoMoreFlat
NoMoreFlat

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Why my mods chainging window size 1:1 with hmd

I will try to explain how graphics engines work to the best of my knowledge. I could be wrong in some parts and I'm open to correction if I misunderstand anything.

What you see on screen is the result of processing dozens or sometimes hundreds of shaders. Most visually appealing games often use a technique called "deferred rendering," which renders different parts of the scene into multiple buffers. The states between shaders are stored in buffers with predefined sizes.

When you set the resolution in a game, it adjusts all buffer sizes to achieve the best performance without reducing visual quality. For example, there's no need to create a texture larger than the render target for shadows (this is a simplified example). Similarly with textures, each loaded texture has multiple detail levels (called "mip levels"), and the shader or engine will select the appropriate detail level based on your resolution. The level of detail (LOD) for 3D models is also calculated based on the resolution the engine is using.

Even if you add an additional render target to the final rendering pass to the swapchain, all the details, texture quality levels, and intermediate buffers will still be calculated based on the original resolution. Another option is to intercept the swapchain buffer creation and change the texture size - this will fit the window without changing, but the problems described above will remain the same. Options like UEVR (which uses a separate render graph for another texture) are only possible because that engine is fully open and designed for this capability from the beginning. One possible solution might be to change the internal resolution while intercepting window messages to modify the window size without passing these changes back to the Windows API, but I haven't found a definitive answer for this approach and don't know if it's possible.

That is why I stick to 1:1 resolution with hmd, even though it is ugly looking on monitor.

Comments

I am not good at streaming, but few vr stream focused guys are making reviews on my mods like ParadiseDecay and VRified , they do better job than myself

Sergii Permiakov

A B

If you see 30 fpc cap, most likely you have vsync on or reflex or cap framerate settings in nvidia

Sergii Permiakov

I’m running a 5090 with a Ryzen 5800X3D and a Quest 3 over Link cable. The performance is really poor – when I walk, the HUD shows double images, there’s stuttering, artifacts, and the picture hitches every few seconds. All settings are on low with DLSS Performance. Compared to Luke Ross’ Cyberpunk VR mod, which runs beautifully, this is no comparison. No matter which resolution I set, the Oculus overlay says no headroom and about 30vHz.

Marco

https://discord.gg/TUcuhpXf look for Mutar Vr mods forum. As many ppl mention, native seam headsets are fully compatible with openxr, so I suggest you to keep dxgi.dll and openxr_loader.dll in game folder so you will run in openxr runtime. When I played I had 72 pfs with 2700x2700+ resolution per eye, hoever it most likely was with application space warp. 30 fps is super low on 5090 for sure. I think most people had problems with fps either had game not in windowed mode, make sure you don't kave borderless fullscreen or fullscreen enabled( it has to be windowed). Also try following manual on settings blindly

Sergii Permiakov

Is there a support forum somewhere? I want to love these mods, but on Vive Pro even with 5800x3D and a 5090, I cannot figure out how to get playable performance. In Starfield flat mode widescreen 5120x1440 without FG: 100-120fps GPU usage ~95%, around 60% CPU usage. With this mod enabled per all the instructions: 30-35fps GPU usage ~95%, basically 100% CPU usage. Dropping SteamVR render resolution has no change. Dropping graphics options all the way to Low has no change. Enabling or disabling FSR or DLSS has no change. Trying a new empty save has no change. 30-35fps no matter what. Seriously, what am I doing wrong? You all aren't playing at 30fps are you? What are some legitimate real-world fps you all are seeing with this mod? Is anyone able to make it workable for practical play? Are there other settings not shown in the page? Or does this mod just require 9800x3D+ to be usable? I've gone back to playing Starfield via VorpX with its fake-3D shimmer around objects, because that's actually playable at around 80-90fps. All the games I play via Luke Ross mods get around the same, 90fps benchmark.

Ryan Thompson

You need to be little bit more advanced user

Sergii Permiakov

I've actually abandoned this, sadly. For a paid mod it is JUST awful. You can't just throw out a load of rubbish that barely works and then charge for it. It just isn't acceptable.

dan crawford


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