-
-
Notifications
You must be signed in to change notification settings - Fork 53
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[0.3] FFR occluded rendering of scenery objects outside inner radius (Oculus, AMS2, NVIDIA) #67
Comments
SOLUTION NOT FOUND__ Thank you Fholger for creating this tool. Please keep it alive |
Still makes no difference for me with Quest 2 and OculusVR. |
SAME. I am not even sure how I saw that silly fix as the issue still persists when I tried again. I usually use some tangent multiplier to reduce FOV and maybe I forgot to turn it on and in full FOV, the issue was not that perceived. I just raised the radius to 1.0 from 0.6 for now till there is a fix. Less distracting. |
0.3 has introduced a rendering change that removes/occludes certain objects (mainly 2D scenery) outside of the inner radius. The lower resolution rendering steps still take effect as expected for 3D objects.
Attached capture should hopefully show the "vanishing" scenery: capture_20220320_204546_CAS_s90_r40.zip
I've observed this in AMS2 using the Oculus runtime (Quest 2), NVIDIA RTX 3070 MaxQ (laptop), 472.84. Changing
overrideSingleEyeOrder
doesn't seem to do anything (attached log has RLRLRL rather than the default).vrfperfkit log and yml.zip
The text was updated successfully, but these errors were encountered: