TES Skyrim VR 0.354

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Re: TES Skyrim VR 0.354

You may notice it less with last fix because intensity is now applied properly making the effect less dark than before but the core stereo issue is untouched.

My assumption is that the stereo artefacts may come from "low" precision of the effect generating random patterns that scatter differently for each eye through the AO shades.
I may be wrong but this is my intuition.
Also tracking of the screenspace effect seems to be a little loosy and slides slightly while moving head. This may worsen the issue with stereo.

Also mixing type parameter for interiors and exteriors seems to be unwired for now.
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Re: TES Skyrim VR 0.354

Yes, this is real reason. I can try to compute separately for each eye matrix, but i fear that difference will be worse, because noise pattern also will differ (and it's bit lower performance too). Well, i'll try now.
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Re: TES Skyrim VR 0.354

Version updated, download again
Attempt to reduce stereo artifacts of ssao.
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Re: TES Skyrim VR 0.354

now much better, thx!
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Re: TES Skyrim VR 0.354

I agree. It's much better, thank you!

The only thing left is the thing Ghanth mentioned, effect slides while turning your head around.

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Re: TES Skyrim VR 0.354

It's because normal generated from depth, but i do not have any matrices in that moment to convert to valid space, so i dont think it's fixable.
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Re: TES Skyrim VR 0.354

I finally got around to testing out your SSAO and am really excited to see it working in VR. I did notice one issue though. The effect appears to be polarized, meaning when I tilt my head slightly to the left or right the SSAO fades out. Is there any way to fix this other than not leaning my head side to side?

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Re: TES Skyrim VR 0.354

Hard to say for sure, i know this problem, but dont know solution to it.
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Re: TES Skyrim VR 0.354

Howdy !

I would like to share more feedback here.

As other users said, the AO is almost perfect now and I personaly even don't see it really "sliding" anymore. As user Cheesypoofy said, it seems more that intensity is varying with head rotation / orientation, for wording it differently, but you are aware of it.
Esthetically, the advantage vs discomfort is already a big winning trade off, there's no doubt about it. If it can't be fixed, it's not a big deal.
Greetings once again for pushing the boundaries !

I took some more time to test and tweak my presets along and i'm very satisfied with the way it looks now.

There are still two major issues that prevent me from sharing my presets:

Bloom:

The intensity of the effect is varying a lot in regards to the resolution. Here are two images with same bloom values. Only resolution has changed:

Image link here
Bloom gets "too intense", over saturated, with these Steam's application resolution factor: 0.8 to 1.0 ; 1.5 to 1.8 ; 2.4 to 3.3

Image link here
Bloom is "as expected", with these Steam's application resolution factor: 0.1 to 0.7; 1.1 to 1.4 ; 1.9 to 2.3; 3.4 to ...

If we look at the ranges that triggers the issue, it looks as if the problem is cycle-phasing somehow across the resolution's scale (i mean in regards to Steam's application scale factor of resolution).

Skylighting:

This effect adds a lot to the overall beauty by adding variations to the shades, especialy on the land around. The downside is that Fps fall down from 90 to around 44 with it enabled (even at lowest precision). I don't know if that's expected, please tell me if i have something to fix on my side.

Secondly, when i disable Skylighing only (AO remains), the land gets very dark, almost pitch black. I have to increase the sunlight / ambiant lights by a significant factor to start seeing something. I never managed to re-balance everything this way (the saturation got messed up… and so on and so on…). Here are two images:

Image link here
Skylighting ON (AO ON, Cloudshadows ON)

Image link here
Skylighting OFF (AO ON, Cloudshadows ON)

Cloudshadows also behaves strangely beetween ON and OFF: scene gets darker when the effect is OFF. Maybe it's related somehow to the way all this 3 effects are handled in code. Here are two images for comparaison by clear sky (no cloud):

Image link here
Cloudshadows ON

Image link here
Cloudshadows OFF
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Re: TES Skyrim VR 0.354

I am not sure what you talking about as steam resolution, maybe some scaling similar to dsr in nvidia? If so, i can try to check how it works, but such things usually applied after game and mod "send" data to driver, it's a layer between driver and game to which i do not have access. Exception could be if openvr api allow this steam resolution be read by the game and probably the only hope to fix bloom.

Skylighting is not that performance hungry, the problem is in vr technology, it is similar to vsync always turned on, so if sync is failed to 90 fps, frames are skipped and next synced is 90/2 = 45 fps. Then 90/3, 90/4, so on. When fps is in between 45 and 90 fps (f.e. 65) it just means that some frames drawed at 90 fps, some at 45 fps. Game itself adjust resolution of screen depending from frame rate to try fit 90 fps, but i have no idea why it fails when using skylighting or anything else heavy enough to do enough influence on framerate. Probably that quality adaptation system is buggy, because modern videocard can run very fine skylighting.

When you disable skylighting or any effect, you need to press "save changes" button and then "apply changes", then you will not have darkness or any other glitches. Same about cloud shadows or anything else.
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