TES Skyrim VR 0.354

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Re: TES Skyrim VR 0.354

ENBSeries wrote:I am not sure what you talking about as steam resolution, maybe some scaling similar to dsr in nvidia?
Yeah, sorry, i was refering to a SteamVR plug-in called OpenVR: advanced settings which you can find here.
I was refering to it and i assume it does the exact same thing that SteamVR's manual mode does in Video tab in parameter's menu. In SteamVR the value is expressed in percentage rather. Anyway, the source code of the plug-in is available on the page, maybe you can find better answers than mine in there.
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Re: TES Skyrim VR 0.354

I can't do anything about this problem. Having some unknown difficulties with oculus or maybe usb driver (input by keyboard from time to time act crazy, vr games after some time of play start to freeze for several seconds, image disappear, etc). When i change scaling in steamvr options and press logging key for debug version of the mod, video driver crashes. Because in the log all i do is just writing text to file, i do not want to risk and corrupt data on hdd. All i can say from that log - do not see anything wrong.
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Re: TES Skyrim VR 0.354

Oculus Home just updated itself and SteamVR applications no longer turn on displays in headset, just black screen. I will wait if SteamVR will be updated too.
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Re: TES Skyrim VR 0.354

Thanks for the informations about the situation.

That's infortunate you're having technical difficulties. I'm sorry about that. Of course priority is to solve those first of all. That's obvious.

I know some other folks had strange things too after last windows update.

Hopefully Rift users could help you figure out how to fix thoses weirdness.

Most importantly don't risk anything that could corrupt your files and chiefly mind doing backups oftenly.

In regards to SteamVR, sometimes switching from release version to beta version fixes some issues.

In regards to bloom and resolution changes, the problem is only triggered by certain resolutions. It reacts as if scale factor has to be a multiple number of some sort. Could that be effect not correctly taking informations from SteamVR ?
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Re: TES Skyrim VR 0.354

I already several times tried to ask owners of Oculus, but they just tell me about viruses or antiviruses, which of course not my case. And i have seen some similar sympthoms from others. Anyway, i do not know how to fix that, i tried to swap cords to different slots, to internal mobo slots too, these make some changes by time when issue occur, but still nothing and only forcing fps by mod will reduce problem spawn rate much.
Certain resolutions do not matter for the mod, because i do not set limits of any kind. Also because of dynamic resolution in the game, very wide range of resolutions are used, but bug occurs only with SteamVR setting forced, so there must be some other reasons. Now i remembered one thing and opened bloom shader, it have FuncBlur function which set number of texels read adaptively from resolution, so it can be culprit, not the code inside the mod. Better just replace shader with some other version, now i dont remember how it works. Try yourself in the end of that function, before return curr.xyz; line add this code:

Code: Select all

curr.xyz*=invtargetsize.x*3000.0;
or this one

Code: Select all

curr.xyz/=invtargetsize.x*3000.0;
One of them may apply reversed scaling of intensity, just make screenshots with various scaling factor to see difference. And change 3000 to something more close to your bloom initial setting, this means scaling is 1 for render resolution 3000 by width.

EDIT: no, probably these are more correct:

Code: Select all

curr.xyz*=invtargetsize.x*invtargetsize.y*3000.0*3000.0;
or this one

Code: Select all

curr.xyz/=invtargetsize.x*invtargetsize.y*3000.0*3000.0;
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Re: TES Skyrim VR 0.354

So i made tests with the two lines of code you provided (the "EDIT" ones) but i was not sure i anderstood well what to do.
With first one, all is rendered is pure white pixels.
With secone one, there is no visible bloom applied anymore.

I tried with 3000 and 300 value only 'cause it is not clear for me how to adjust value in regards to bloom and resolution width. ?? Can you please clarify ?
What is initial bloom value refering to ? My Bloom intensity has tod seperation. For day time value is 0.09 and the current x2 application scale (200% in SteamVR) renders each eye at 2138x2376.
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Re: TES Skyrim VR 0.354

This code is for my official example bloom shader, so it is not guaranteed to work with any others. 3000 is near to default resolution in which both eyes are drawed by width with my game setting. And the code is for inverse scaling of bloom intensity based on render target resolution.
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Re: TES Skyrim VR 0.354

Yo! So i've done the same tests with the very original ENB files and codes.

Unfortunately, the result was the same as described previously.

Here are the details:

First off, bloom intensity was set to 1.0 in all screenshots, singlepass. All other ENB's parameters was leaved as default, unchanged.
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Re: TES Skyrim VR 0.354

Try another, replace invtargetsize.x and invtargetsize.y by ScreenSize.y in tests, because i did mistake and didnt bother to check that invtargetsize means not full screen resolution.

Code: Select all

curr.xyz/=ScreenSize.y*ScreenSize.y*3000.0*3000.0;

Code: Select all

curr.xyz*=ScreenSize.y*ScreenSize.y*3000.0*3000.0;
If not works, then one of these:

Code: Select all

curr.xyz/=ScreenSize.y*3000.0;

Code: Select all

curr.xyz*=ScreenSize.y*3000.0;
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Re: TES Skyrim VR 0.354

Ok so now codes with "ScreenSize" have an effect somehow. To sum up things, i would say:
  • with

    Code: Select all

    curr.xyz/=...
    , the multiply factor (*number) helps to decrease the bloom
  • with

    Code: Select all

    curr.xyz*=...
    , the multiply factor (*number) increases the bloom
And in every cases, bloom intensity is still fluctuating in regards to resolution.
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