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Thread: Blurred Vr (Oculus)

  1. #21
    Kart Driver
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    It is excellent news. It's good that you invest time in improving. We are waiting for the next update.

  2. #22
    GT4 Pilot Olijke Poffer's Avatar
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    Quote Originally Posted by Andy Garton View Post
    This is done now (in the upcoming patch 5), and makes a very nice difference in my opinion (I use a Rift, but it will work with the Vive too).
    Very cool to read this.. I have a Rift as well so I’m very curious how it looks after patch 5. Thumbs up SMS.
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  3. #23
    GT4 Pilot BigDad's Avatar
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    Quote Originally Posted by Andy Garton View Post
    This is done now (in the upcoming patch 5), and makes a very nice difference in my opinion (I use a Rift, but it will work with the Vive too).
    Awesome mate, and looking at your signature specs, I'm impressed your able to run pC2 in VR . That should give some hope to some people.
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  4. #24
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    Good spot! Signature updated.
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  5. #25
    GT4 Pilot BigDad's Avatar
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    Quote Originally Posted by Andy Garton View Post
    Good spot! Signature updated.
    ;-)
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  6. #26
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    Quote Originally Posted by CoolSpy View Post
    Not it's blurry on the VIVE also! Until they add SHARPENING like in iRacing, the game will keep looking blurry, not sharp as it could be

    Please devs add a "sharpen filter" to VR mode, please try iRacing to see how much it adds to clarity and decide by yourself!
    Sharpening is an abominable feature, and will depending on implementation COST you real resolution since you are tracing edges with contrast pixels.
    Sure there is luminance based sharpening but I have yet to see that enabled well enough.

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  7. #27
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    I think we have implemented this (luma sharpening) well enough. For sure, using too much sharpening (it's controllable via a config file) will give poor results, but being sensible with it can really make a nice difference at Rift/Vive resolutions in my opinion. It's no silver bullet of course, but every little helps.
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  8. #28
    GT4 Pilot BigDad's Avatar
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    Quote Originally Posted by Andy Garton View Post
    I think we have implemented this (luma sharpening) well enough. For sure, using too much sharpening (it's controllable via a config file) will give poor results, but being sensible with it can really make a nice difference at Rift/Vive resolutions in my opinion. It's no silver bullet of course, but every little helps.
    Can you just push it in a hot fix please?
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  9. #29
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    Quote Originally Posted by BigDad View Post
    Can you just push it in a hot fix please?
    Go on then; a new patch is going live on Steam soon, with just this addition (thanks especially to TomC for going above and beyond to make it happen).

    The sharpening feature is controlled by three values in your graphics config XML file (itself found in your Project CARS 2 documents folder, separate files for VR and non-VR, e.g. graphicsconfigoculusdx11.xml and graphicsconfigdx11.xml):

    Code:
    <prop name="SharpeningStrength" sharpeningstrength="0.000000" />
    <prop name="SharpeningClamp" sharpeningclamp="0.045000" />
    <prop name="OffsetBias" offsetbias="1.000000" />
    ... to create these values in the file the first time, either delete your current file and run the game (after you've installed the 4.0.0.3 patch of course), or, if you want to maintain your current settings, run the game and go in and out of the "Performance" graphics menu.

    The values are used as follows (apologies for the somewhat technical explanations - the only value most people will want to change probably is the first one, strength):

    • Strength (0.0->3.0, default 0.0) - the strength of the sharpening, zero being off. I find a subtle amount like 0.6 to be a good starting point. Too high a value will cause shimmering effects and a generally unnatural look to the image. Note that having sharpening on at all will have a small performance cost, but the size of that hit doesn't vary with the amount of sharpening.
    • Clamp (0.0->1.0, default 0.045) - limits the amount of sharpening at the local pixel level (if you have a large continuity difference between the original pixel and blurred pixel it limits the amount of offset applied).
    • Offset (0.0->6.0, default 1.0) - the offset from the current pixel for the sampling pattern (so if it's 1 it will sample neighbouring pixels, any less and it will bias towards the central pixel, any more and it will start sampling pixels outside the normal kernel).
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  10. #30
    WMD Member John Hargreaves's Avatar
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    Heehee, that's the weekend sorted, tinkering with .xml files. Thanks guys, the effort is appreciated
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