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XR Companion App

BlueSkyDefender edited this page May 5, 2021 · 9 revisions

DEPTH3D VR Companion App Change Log: Tuesday, May 4, 2021

v1.9.7 - Released

Depth 3D VR Launcher:

Depth3D Button that links to the Wiki text now is the proper size when hovering over it.
Key Layout Updated to reflect the 1.9.7 Update.
Version set to v1.1

Depth 3D VR Companion app:

Added a Platform Button with a basic Platform. Backspace will trigger it.
So made Shader Base Multisampling the main AA option for now. Will be looking into improving it. 
Removed the PostAA button. Post Process AA was not worth it used too much perf. I am still looking into alternatives.  
I was able to make Supersampling work in WindowsMR even a value of 1.25% is worth it TBH.
I was able to get Re-centering working across all platforms using my own re-centering code. I should not be this way. But, OpenXR still is really new.

Notes: So for 1.9.8 I want to see if I can automate App RenderTarget Resolution and Scaling based on Game FPS. Because if you are on the borderline of performance and need the VR space to be less jittery. Then a resolution drop and Multisampling triggering on should leave more headroom for the game and make the Companion App more stable. This would be at the cost of image quality. No promises..... But, we will see.


DEPTH3D VR Companion App Change Log: Monday, April 19, 2021

v1.9.6 - Released [Updates] Depth 3D VR Launcher:

Launcher can launch for 3 VR APIs. SteamVR / OculusVR / WindowsMR
External Launcher Added with information and links.
Download buttons added for ReShade and Depth3D shaders that automatically looks for the latest version.
Help information and Key Map are now accessible from the launcher.
Will be looking to making an auto update system for the launcher at a later date.
Also, other features will come to this as well. 
New Key map to show Shader Multisample toggle and simple lay out.

Depth 3D VR Companion app:

 
Made it Compatible with external launcher. XR Loader now loads for the selected API at launch.
Added Shader Based Multisampling. < Will be adding control to this.
Added a way for the VR application can tell what VR API is running for compatibility reason.
Added WindowsMR specific workaround for issues listed below.
Added new Icon for the VR app. Since having the same icon as the launcher was confusing. 

WindowsMR

  1. Gamma Correction is added as a post process shader for WindowsMR only
  2. Reworked the Recentering, so it works with WindowsMR as well with the other API's
  3. Added Shader based MSAA to work around the issue that WindowsMR does not support SuperSampling like SteamVR and OculusVR.
  4. Had to change WindowsMR XR Loader settings so that it is able to be launched without crashing on first run.
  5. Added a check for SinglePass and MultiPass to avoid render texture locking up in WindowsMR.
  6. Added warnings for features that don't work.

OculusVR

  1. Added in app control for SuperSampling. This can be used alongside Shader based MSAA.

SteamVR

  1. Added warnings for features that should be set in the SteamVR Menu system.
  2. Improved performance slightly by optimizing code.

Issues: AA Modes needs to be reworked. They are not too effective and apply to the entire screen. There is no need for this. This will be reworked in the next version.

WindowsMR may still crash on launch and or when you press windows key + y. Restarting pc seems to help. This also seems to happen more if you use SteamVR then go back to WindowsMR. Try not to do this.

WindowsMR is of noticeable lower quality than the other API's due to not having access to SuperSampling. Don't think this will change. Beg Unity/Microsoft to add a fix to allow https://docs.unity3d.com/ScriptReference/XR.XRSettings-eyeTextureResolutionScale.html too work.

AA Modes are generally ineffective and take up performance when in use for a slight change.

Outro: So 1.9.7 will be coming soon. With a reworked AA system and adjustable Shader based MSAA. I may add Smart Sharp Jr. to Unity itself since Shader Base MSAA kind of needs it.

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