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[0.3] FFR occluded rendering of scenery objects outside inner radius (Oculus, AMS2, NVIDIA) #67

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jonathonf opened this issue Mar 20, 2022 · 4 comments

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@jonathonf
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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

@RaceRider
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I am getting the same problem in both Project Cars 2 and AMS2. Clear clipping of Alpha trees outside the main radius can be seen in the screenshot attached. Surprisingly, Project Cars 1 had no similar issues but it has too many jaggies and flickering (comparatively). I am using rtx 2070, 5900x on Win10 X64 with Oculus Quest 2 (Link cable)
20220829181826_1
20220829181240_1

@RaceRider
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RaceRider commented Aug 29, 2022

SOLUTION NOT FOUND__
Trying to uncomment this line in vrperfkit.yml seemed to fix the issue but it appeared again. Maybe I was mistaken or pressed Alt+F1 toggle
#overrideSingleEyeOrder: LRLRLR

Thank you Fholger for creating this tool. Please keep it alive

@jonathonf
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jonathonf commented Aug 29, 2022

SOLUTION FOUND__

Still makes no difference for me with Quest 2 and OculusVR.

@RaceRider
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RaceRider commented Aug 29, 2022

SOLUTION NOT FOUND__

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.

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