Open NightCong opened 8 months ago
if i remember correctly, this is something iris itself needs to manage, not the individual shader.
if i remember correctly, this is something iris itself needs to manage, not the individual shader.
Im sry,I completely lack an understanding of the underlying principles; I am just an outsider to this field , so I'm not sure how to address this issue. I have tried other shaders that do not support DH, and they seem to adapt directly to VR's dual-screen display without issues. I just don't understand why it doesn't work when I use Bliss.
only a few shaders actually support distant horizons, iris enables stuff when it's detected i guess, and it breaks it
I'm not sure if this is relevant, but Vivecraft has been updated to handle Iris 1.7 and DH. However, when using Bliss, the image in both eyes appears to be affected by some form of lens distortion. This issue doesn't occur with the geometry produced by DH, which appears correctly placed and with proper depth
I learned later, that bliss is at fault for VR not working. i was told that specific view matrices need specific parts in them, that left over code from chocapic13's v9 removed for some matrix optimization, which is why it does not work with bliss.
i do want to fix this eventually.
Having the same issue. Bliss with DH is amazing, the most immersive experience you can get. Would've been awesome to have that immersiveness in VR as well!
Dear developer, I am a VR game enthusiast and I have implemented Iris along with your beta shader files in Vivecraft to experience the extreme draw distance of Distant. However, after loading the current beta version of the shader, the visuals for the left and right eyes are not aligned, resulting in a situation where the left eye sees the left portion and the right eye sees the right portion. Could the official release of the shader be made compatible with VR display modes?