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guygodin
12 years agoProtege
HQ Distortion in SDK 0.4.2
So I've added support in Virtual Desktop for the new high quality distortion capability in SDK 0.4.2. While it helps in some situations, it mostly blurs out text. I'm not really knowledgeable in the Shader or AA area but would there be more precise ways of doing AA even if the performance cost is higher?
Thanks for your help!
Thanks for your help!
5 Replies
- StellaArtoisProtegeAs far as I can tell this setting does nothing in OpenGL currently. I've ported my code to 0.4.2; toggling the HQ distortion cap does nothing even with renderscales of 1.5 - 2.0. Have others had any more luck?
- bluenoteExplorerNo, it looks like there is no OpenGL support for HQ distortion (yet?).
- riptwireHonored GuestTotal microsoftees.
They should put it in large print on the sales page: DK2 For Windows with DirectX ONLY - guygodinProtegeSorry to hear that it's only available for DX guys.. They seem to target DirectX first since that's what Unity and Unreal use. Same goes for Windows vs Mac or Linux since it's the most common platform.
- volgaksoyExpert ProtegeHi all,
The HQ distortion is really only meant to be combined with eye buffers that are significantly larger than the frame buffer that is 1920x1080 for DK2 or have MSAA enabled in them (preferably 4xMSAA). Otherwise, the effect will go largely wasted unfortunately. If you toggle this feature in the OculusWorldDemo sample with 4xMSAA enabled (which is the case by default), you will see the benefits are much more obvious. When you disable MSAA, the benefits are almost non-existent. We plan to extend the feature to alter the lookup method when the input buffer is not MSAA, or has different characteristics/resolutions etc.
As far as initially putting out a DX11-only implementation, the main reason is to make sure we get feedback from the community ASAP, and not keep people waiting for adding the support to other APIs. So any and all feedback is much appreciated.
Cheers
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