Lales.Charles Posted August 23, 2024 Posted August 23, 2024 Hi, Is there a way to know the current render resolution used with a VR headset, e.g. HTC Vive Pro 2 or Varjo XR-3? It is not that simple to understand impact of: SteamVR > settings > video > render resolution > custom with x% ViveConsole > settings > display settings > manual with performance to extreme VarjoBase > headset > resolution quality > manual with very low to highest Also, is there a proper way to evaluate such render settings without VR activated? E.g. render_virtual_resolution set to 2x or 4x the render per eye? Regards, Charles
sweetluna Posted August 23, 2024 Posted August 23, 2024 Hi Charles, SteamVR/Varjo and other VR runtimes usually provide our renderer with final resolution we should render with, so changing render resolution% in either of the runtimes causes our renderer to use a bit different resolution than HMD is designed with, meaning higher or lower visual fidelity depending on the scaling chosen in the UI. To get current VR render resolution you can use VR::getHMDResolution(VR::VIEWPORT_TYPE_CONTEXT) and VR::VIEWPORT_TYPE_FOCUS for Varjo XR-3 when using Peripherial Rendering mode in order to get resolution of focus viewports. I am assuming you want to evaluate overall scene performance? render_virtual_resolution doesn't affect VR rendering at the moment but you can use render_vr_emulation instead which doesn't require VR since it's just an engine running it's stereo pair render logic with specific resolutions and with Fov of 110. Hope this helps! 1 May RenderDoc/Nsight Graphics/Intel GPA bless you
Lales.Charles Posted Wednesday at 05:45 PM Author Posted Wednesday at 05:45 PM Hi, Thanks for the indicaiton, we do have it now implemented. render_vr_emulation could render in stereo.. but render_virtual_resolution could let us test any headset / settings eye resolution.. Right now, I simply double the native headset resolution.. e.g. HTC Vive Pro 2 (2448 x 2448 per eye) -> render_virtual_resolution 4896 2448 Is it correct? Better way to proceed? Regards, Charles
sweetluna Posted Thursday at 12:06 PM Posted Thursday at 12:06 PM Hi, Currently you can use render_supersampling to bump up the resolution that engine renders internally and it should work with VR Emulation modes. In near future we want to extend VR Emulation mode with more HMDs and other options for VR emulation. 1 May RenderDoc/Nsight Graphics/Intel GPA bless you
Lales.Charles Posted Thursday at 05:16 PM Author Posted Thursday at 05:16 PM Hi, So that I understand correctly.. If I set render_vr_emulation 2 -> stereo with HTC Vive Pro resolution 2016x2240. Whereas native resolutions: - HTC Vive Pro is 1440 x 1600 pixels per eye -> combined resolution of 2880 x 1600 pixels.. so why 2016x2240 with render_vr_emulation 2? - HTC Vive Pro 2 is 2448 x 2448 pixels per eye -> combined resolution of 4896 x 2448 pixels - Varjo XR-3 (peripheral area) is 2880 x 2720 pixels per eye -> combined resolution of 5760 x 2720 pixels To simulate a Varjo XR-3, you propose to use: - render_vr_emulation 2 - render_supersampling 1.735 (2880*2720/(2016*2240)) Is it right? Regards, Charles
silent Posted Friday at 05:21 AM Posted Friday at 05:21 AM Quote If I set render_vr_emulation 2 -> stereo with HTC Vive Pro resolution 2016x2240. Because of the lens wrapping HTC Vive Pro resolution needs to be set to 2016x2240, later after post processing it becomes smaller. Quote To simulate a Varjo XR-3, you propose to use: - render_vr_emulation 2 - render_supersampling 1.735 (2880*2720/(2016*2240)) Yes, something like that. However, there will be always overhead regarding the HMD runtime and driver, so it's anyways will require to test in real HMD :) Thanks! 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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