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Incorrect resolution displayed in SteamVR beta #118
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Enable verbose logging by editing the For example: {
"driver_osvr": {
"verbose": true
}
} (You'll need to ensure that you have commas in the appropriate places if you're adding this entry to an existing file. Check the Then rerun SteamVR and send me an updated system report. The |
Done. |
The values in the
The window bounds are set to the resolution of the HDK 2. Each eye takes up half the window. The values OSVR provides to SteamVR are only suggestions, though. So if a game wants to render to a larger texture size, it may, and SteamVR will scale it down to match the HDK. I wonder if what SteamVR is reporting in that dialog is the actual texture size being rendered and not the values suggested by the OSVR driver. If it were actually scaling a 2160×1200 image into a single eye at 1080×1200, then everything you saw would be squished horizontally and only appear half as wide as it should. |
This is the case in Il2Bos, the image IS squished horizontally in VR display, that makes the game unplayable....So there is a problem because at least steamVR and Il2Bos are displaying/using a wrong resolution. |
Well, it's looks like the SDK install has broken the previous OSVR 0.8 install... |
It proves it is not an osvr issue. The issue is with the app. Looks like the game is forcing those display parameters for a vive hmd. Do current steamvr builds still give the same super sampling info? |
Yes, steamVR is still giving a double horizontal res, so I do not agree that it is IL2 fault... |
@lefufu Unless it's giving you the wrong results for all SteamVR applications, then it sounds like it's something particular to IL2. |
@godbyk : I do not agree with this Point of view.
As IL2 devs answered to my ticket that the problem is on headset side and OSVR devs said that the problem is on the game side...it looks like HDK2 will never work with IL2... |
@lefufu As shown above, SteamVR-OSVR is reporting the expected values. So I'm not sure where the breakdown is occurring. |
These super sampling settings have only just been added to steamvr. SteamVR itself could be messing up those settings. I'm sure another hdk user very well could share a fix or explanation but this seems to be unique to IL2BoS To be honest I just leave super sampling settings alone as I have noticed weird and wonderful numbers being reported in the steamvr settings tab for super sampling. I make sure the advanced settings are disabled and just ignore the slider settings. Seeing fixes being posted by Valve for IL2BoS in SteamVR announcements is encouraging because that means both Valve and IL2BoS devs are working on fixes and are doing so at both ends. |
Maybe it's a stupid remark, but couldn't it be more efficient if a steamVR ticket is opened by devs ? |
Anybody with a github account can open an issue with steamvr at https://github.com/ValveSoftware/openvr/issues or with a steam account at https://steamcommunity.com/app/250820/discussions/ or https://steamcommunity.com/app/358720/discussions/ The official steam support channels are found at https://support.steampowered.com/kb_article.php?ref=5254-FJKZ-7829 Subscribing to https://steamcommunity.com/app/507090 keeps you informed of upstream changes to steamvr tracking. I think what is confusing is that osvr devs like to take opportunity to add osvr support for each new game or device when really a better steamvr-osvr driver (or more specifically "openvr driver") for osvr hdk is possibly all that is needed. |
I made it ! It takes me 20 days but I finally found how to successfully compile SteamVR OSRV. So I tried to modify things in order to have the good resolution.
The only thing that I found is that things are less clearer now, but that seems normal to me because with the current OSVR-steamVR bug we have a kind of 2x horizontal SS !!! So do you believe me now and will you update your code ? |
Hi lefufu, Well done for persisting and finding a solution and explanation for this querk. If you fork this repo and then make changes to your fork means you can make a Pull Request (PR). This will allow osvr devs to discuss those changes and/or merge those changes. If Valve provided better documentation for openvr app and openvr drivers I think it would be a lot clearer that it is recommended that all openvr apps, driversand utilities all work better when they are compiled for steam runtime. Valve have provided the sixense SDK and hydra drivers as examples of how openvr devices which are not steamvr tracked devices should be provided. The hydra drivers and sixense SDK downloadable through steam is demonstating how devs can compile their drivers and sdks for steam runtime. |
So after spending a lot of time to find how to compile this stuff, I need now to learn how to use the git mecanism...I will have a look, but that seems easier to me if changes are taken directly into account by devs...after all that is only a small change of two character on a single code line... |
Ok,I tried to fork and pull a request. I hope that it is the right way to do this... |
Thanks for continuing to investigate this, @lefufu! When I wrote the (I will have to make a few adjustments to it to account for various eye layouts so that it works with all our supported HMDs, but your change is on the right track and works fine with the OSVR HDK and other HMDs that take the left and right eye in a side-by-side format.) Thanks! |
Well it's the advantage of Opensource software. Anyone can help. |
If your using Linux, 2 community members (myself included) maintain build environments:
|
With reference to my post above which tries to describe my hunch that we need openvr drivers for each vr device compiled for steam runtime I asked ValveSoftware/openvr#581 |
@godbyk The size returned by GetRecommendedTargetSize() is the size of a single eye's texture. This is true for all driver types. The confusion can come from the sample driver source code, where it doesn't say anything about this, but uses a config value for the size of a single eye target. One could assume that it was the combined texture size, but that is incorrect. I have had this confirmed (by Valve) but I cannot find the reference right now. @Balderick That is gobbledygook ;) |
@TheDeveloperGuy Thanks for the confirmation! |
@Balderick Might be worth checking your expectations on a pre-release version of a developer kit supported by volunteers. ;) |
Will do. |
@Conzar : the problem is for windows... |
Description of issue
The current stemVR beta 1496358520 give the headset resolution per eye below the supersampling slider.
The resolution per eye displayed is 2160x1200 instead of 1080x1200. So steamVR-OSVR may gives steamVR an incorrect resolution.
Steps to reproduce the problem
Reproduced at each launch of SteamVR
System configuration
Please specify any relevant system configuration information.
Please attach the following files:
osvr_server
configuration file.vr*.txt
files from the Steamlogs
directory.osvr_config_HDK_2_default.zip
steamVR_system_report.zip
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