fholger / vrperfkit

VR Performance Toolkit
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Unsynchronized part of the image in the game TWD saints & sinners #77

Open MakaiHanta opened 2 years ago

MakaiHanta commented 2 years ago

VR kit: oculus quest 2 Game version: steam PC: GTX 1060 6GB, i5 11-gen 11400 2.6 GHz, 32 RAM, HDD, windows 11

Something like vertical desynchronization occurs, but the cliff line is not horizontal, but curved. Tried different combinations of settings, but nothing helps. The same openvr_fsr works fine. If there are variants how to solve the problem, please help me (I'm not a programmer). Otherwise this is a bug report.

The image roughly shows how the game is rendered when you turn your head to the right Без имени

Crimson-foxGITHUB commented 2 years ago

Happens on Oculus as well, but how'd you get it to work on Steam in the first place?

MakaiHanta commented 2 years ago

To be honest, I myself don't understand how VR games work. This game was purchased in Steam, the runtime environment of VR games is Steam VR. But some games like this still run through the Oculus environment. Of course, I couldn't launch it via steam VR

Crimson-foxGITHUB commented 2 years ago

Some games like Sprint Vector will outright crash if you have Revive installed(allows SMAA on Oculus games) and try to launch them with SteamVR open.

fholger commented 2 years ago

This was already reported in #8 and is a known open issue. It only affects the Oculus runtime, SteamVR is fine. I don't know what's causing it and don't know how to properly debug it, because unfortunately using a frame debugger like RenderDoc crashes the game.

MakaiHanta commented 2 years ago

but, by the way, in games like deemo and super hot, which also run in the oculus environment, this mod works perfectly. I think in this case the problem is in the game itself, not in the environment

Crimson-foxGITHUB commented 2 years ago

Check if TWD:S&S is using the deferred renderer instead of forward rendering like most UE4 VR titles do. TWD:S&S does a lot of very weird things that breaks compatibility with other things.

I know that Asgard’s Wrath for sure uses the deferred renderer.

fholger commented 2 years ago

The rendering method is irrelevant. At the end of things, the game submits one final image per eye to the runtime, and that's what vrperfkit intercepts and post-processes. The desync suggests that it may be mixing up the order of frames, but without seeing a frame capture, it is really difficult to pin down what's going on.

MakaiHanta commented 2 years ago

a little naive, but maybe try to write to the developers? You never know, maybe they will agree to help you develop a mod (unless, of course, you have already)

Crimson-foxGITHUB commented 2 years ago

a little naive, but maybe try to write to the developers? You never know, maybe they will agree to help you develop a mod (unless, of course, you have already)

Skydance Interactive has moved their staff away from Saints & Sinners development and are actively working on Chapter 2.

Crimson-foxGITHUB commented 2 years ago

This was already reported in #8 and is a known open issue. It only affects the Oculus runtime, SteamVR is fine. I don't know what's causing it and don't know how to properly debug it, because unfortunately using a frame debugger like RenderDoc crashes the game.

Have you tried using other debugging tools to get capture from the game to figure out what sort of weird jank is going on with that game’s specific build of UE4?