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feat(VR): enable volumetric lighting #565

Merged
merged 23 commits into from
Oct 10, 2024
Merged

feat(VR): enable volumetric lighting #565

merged 23 commits into from
Oct 10, 2024

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alandtse
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@alandtse alandtse commented Sep 28, 2024

Ready to merge after prereqs.

Testing for new bugs.

Known bugs

  • bUseHiddenAreaMesh disabled has bad stencil. - Not reproducible on Quest 3. Looks fine for my testing.
  • PureDark upscaler ultra performance results in flickering (likely won't fix)
  • Disabling dynamic resolution results in bad stencil at edges of eyes. Restart after making this change. (likely won't fix)

@alandtse alandtse force-pushed the vr_vl branch 2 times, most recently from 754a2c2 to 7f8e9c2 Compare September 29, 2024 02:51
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alandtse added a commit to alandtse/skyrim-community-shaders that referenced this pull request Sep 30, 2024
VLTex is still mono and causes artifacts, but this is a correct step
once it is stereo.
doodlum#565 (comment)
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No biggie. The improvements were marginal and honestly not something that is too important to me. My rebase should have removed them but I'll verify again.

alandtse added a commit to alandtse/skyrim-community-shaders that referenced this pull request Oct 2, 2024
VLTex is still mono and causes artifacts, but this is a correct step
once it is stereo.
doodlum#565 (comment)
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alandtse commented Oct 4, 2024

Dynres is fixed.

@alandtse alandtse marked this pull request as ready for review October 4, 2024 09:05
@@ -48,14 +57,25 @@ PS_OUTPUT main(PS_INPUT input)
float2 previousTexCoord = input.TexCoord + motionVector;
float2 previousScreenPosition = GetPreviousDynamicResolutionAdjustedScreenPosition(previousTexCoord);
float previousVl = PreviousFrameTex.Sample(PreviousFrameSampler, previousScreenPosition).x;
float previousDepth = PreviousDepthTex.Sample(PreviousDepthSampler, previousScreenPosition).x;
float previousDepth = PreviousDepthTex.Sample(PreviousDepthSampler,
# ifndef VR
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This also may be a flat bug, but I didn't check since dynres isn't toggleable in the gui.

alandtse added a commit to alandtse/skyrim-community-shaders that referenced this pull request Oct 4, 2024
VLTex is still mono and causes artifacts, but this is a correct step
once it is stereo.
doodlum#565 (comment)
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Moyse06 commented Oct 5, 2024

Night sky has a lot of flickers. Has been this way since August I believe.

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alandtse commented Oct 5, 2024

Not related to VL.

@alandtse alandtse marked this pull request as draft October 5, 2024 04:38
@alandtse alandtse marked this pull request as ready for review October 5, 2024 05:25
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alandtse commented Oct 5, 2024

I'm actually thinking there's no reason to do the CopyResources call. Right now by trying to restore the call when not in dyn res, I'm seeing some tearing as the stencil size actually changes in phases resulting in some artifacts if you're toggling dynres. Looking at renderdoc, I don't see any reason to keep the CopyResources call (which actually was the effect of earlier builds due to a bad boolean check).

EDIT: One reason discovered, bDepthBufferCulling and no dynres results in no depth buffer being generated anywhere in the frame. The copy is required to generate something so the previousframe depth buffer is correct.

alandtse added a commit to alandtse/skyrim-community-shaders that referenced this pull request Oct 5, 2024
VLTex is still mono and causes artifacts, but this is a correct step
once it is stereo.
doodlum#565 (comment)
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alandtse commented Oct 6, 2024

Fixed bDepthBufferCulling bugs:

  • Downscaled depth buffer stencil resulting in bad UI stencil
  • Rendering objects improperly culled with disk cache enabled

alandtse added a commit to alandtse/skyrim-community-shaders that referenced this pull request Oct 6, 2024
VLTex is still mono and causes artifacts, but this is a correct step
once it is stereo.
doodlum#565 (comment)
alandtse added a commit to alandtse/skyrim-community-shaders that referenced this pull request Oct 6, 2024
VLTex is still mono and causes artifacts, but this is a correct step
once it is stereo.
doodlum#565 (comment)
alandtse added a commit to alandtse/skyrim-community-shaders that referenced this pull request Oct 9, 2024
VLTex is still mono and causes artifacts, but this is a correct step
once it is stereo.
doodlum#565 (comment)
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Can't reproduce any bug with bUseHiddenAreaMesh. Looks like a hmd specific bug with upscaler.

@doodlum doodlum merged commit 2fb12d0 into doodlum:dev Oct 10, 2024
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4 participants