Open alandtse opened 1 month ago
So the hard coded settings appear to break for other HMDs. We'll either need to disable SSGI for non q3 headsets or get people with different headsets to run renderdoc and do the math.
I'll need some help to see if we can get the offset from the game. Basically this requires renderdoc. Follow the wiki to attach.
From the vertex shader for basically any part of the pipeline, I need constant buffer 13, also known as VRValues.
Quest 3
AlphaTestRefRS 0.00 0 float
StereoEnabled 1.00 4 float
EyeOffsetScale -0.50, 0.50 8 float2
EyeClipEdge 16 float4[2]
EyeClipEdge[0] -1.00, 0.00, 0.00, 1.00 16 float4
EyeClipEdge[1] 1.00, 0.00, 0.00, 1.00 32 float4
Basically with any annotation on, you just find basically any drawindexed and look at Pipeline State -> Vertex Shader and pull the contents of cb13 (top right). There should be a copy option when you right click on the values.
is the issue report up to date?
Yes. Although the specific issues with the workaround aren't in here yet.
While we fixed the ghosting in VR, there is a more subtle issue present where the eyes are mismatched.
Examples: Output from ambientcompositescs.hlsl MainRW UAV
Enabled only: Within the red circle, you can see there is a shadow separating the logs. However, looking at the right eye, that shadow is missing. These are the subtle mismatches. and may be tolerable.
Diffuse IL enabled In this case, the entire face of the log in the circle is mismatched. The left eye is slightly darker particularly the farther it is from the camera. This is specifically caused by the SSGITexture input (slightly brightened).