fholger / openvr_fsr

Add Image Upscaling via AMD FidelityFX SuperResolution or NVIDIA Image Scaling to SteamVR games
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Upscaling not working on VRChat and Beat Saber #77

Open malzergski opened 3 years ago

malzergski commented 3 years ago

I've been testing with both v1.0 and v1.1 on Beat Saber and VRChat. I can see the radius when enabling debug mode but there is no visible difference between the inside and the outside of it. The log shows an error (109) on VRChat, but nothing seems to be wrong in the case of Beat Saber. Thanks for helping.

openvr_mod_beatsaber.log openvr_mod_vrchat.log

fholger commented 3 years ago

If you can see the radius, then it's working. The difference can be subtle to spot in some instances, and your selected resolutions overall are fairly low - you might be getting into the territory where FSR just isn't that good. Still, the mod is active and doing its job.

malzergski commented 3 years ago

I can see the radius in which FSR is supposed to be applied, thanks to debug mode. But there is literally no difference between the inside and the outside of this radius. I've set it to 0.2 to try and see the difference more easily. But it simply doesn't work. The resolution set in SteamVR is the default resolution for a 1st gen WMR headset (that is 1548x1548 per eye). It seems pretty low but SteamVR adds only a small percentage over the actual headset's resolution (1440x1440 per eye). And render scale in the cfg file is set to 0.50. I think I should see it being applied with a x2 difference. Playing at 774x774 is clearly noticeable. I will try with higher resolutions anyway.

fholger commented 3 years ago

I don't know what else to tell you. If you can see the debug radius, that is definitive proof that FSR is running - the drawing of the debug circle is directly embedded into the FSR sharpening shader, so you can only see it if that shader is executed.

So there is really no doubt that FSR is running. If you can't see a difference, that just means that, for your chosen test scene and for your chosen settings, FSR isn't doing enough to make a noticeable difference. And there are a couple of possibilities as to why that may be:

  1. as mentioned, your chosen resolution and FSR mode are too low. The target resolution is basically close to a 1440p flat monitor, and virtually every review of FSR agrees that anything below the ultra quality mode on 1440p resolutions is poor. So at the very least, you should up the renderScale parameter to 0.77 to go to the ultra quality mode. You may also want to supersample via Steam a bit.
  2. your test scene may not be a good scene for FSR to work with. Beat Saber, in particular, is probably not the best game to test FSR with, as graphically there's too little going on in the game to produce a clearly noticeable effect from FSR.
  3. you might have set the sharpen parameter too low, or at any rate try to increase it, as that's the most immediately noticeable effect from FSR.
Shijikori commented 3 years ago

I am using a WMR headset (HP Reverb G2) and VR Chat works with the FSR mod for me. I only had to move the dll to the new location (in the x64 folder) due to the recent update of VR Chat to a newer version of Unity but it still works smooth. Running 0.77 renderScale, 0.7 radius and default sharpen with the mipmap on. It is hard to notice the radius, specially at 0.7, since it's already blurry due to the nature of the lenses if I am not looking straight into the sweet spot.

khanh-it commented 2 years ago

the drawing of the debug circle is directly embedded into the FSR sharpening shader, so you can only see it if that shader is executed

Can someone please show me what exactly "the debug circle" looks like?

Crimson-foxGITHUB commented 2 years ago

@khanh-it

Can someone please show me what exactly "the debug circle" looks like?

It'll appear as a green radius of a blocky circle around the edges of your vision.