ISSUE DESCRIPTION
Description of the issue:
There is high frequency image shake (vibration/instability) when Fovated Rendering (with FoveatedRenderignScale at any value other than 0.50) is enabled in the sim (Pimax Crystal OG) and the Eye Tracking is enabled in PimaxPlay. Tested in the menus, and with A2A Comanche on the ground. The shake even triggers a slight nausea for me, it is quite unpleasant, forced me to opt out from the beta.
The shake is immediattely visible in the menu when changing Foveated Renderign Scale for 0.50 to any other value.
I suspect some disturbance in processing the Eye Tracking information or more general issue with Foveated Rendering or generating one-eye-only image on the monitor.
FREQUENCY OF ISSUE
Always when Fovated Rendering and Eye Tracking is enabled.
REPRODUCTION STEPS
Please list clear steps you took in order to help our test team reproduce the same issue:
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Enable Foveated Rendering in the sim.
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Set Foveated Rendering Scale for any value other than the default 0.50.
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Enable Eye Tracking in PimaxPlay.
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Enable VR in the sim.
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Look at the shaking image in the VR googles.
YOUR SETTINGS
If the issue still occurs with no mods and add-ons, please continue to report your issue. If not, please move this post to the User Support Hub.
What VR headset and peripherals are you using: Pimax Crystal OG, locked to and achieving 45 FPS (headset set to 90Hz), using Pimax embedded OpenXR Runtime, PimaxClient v.1.42.1.
[PC Only] Are you using Developer Mode or have you made any changes to it? No
[PC Only] What GPU (Graphics Card) do you use? 4090
[PC Only] What other relevant PC specs can you share? 9800x3D, 64GB RAM
I believe that introducting Foveated Rendering Scale slider changed some math formula for calculating the resulting resolutions, and the formula no longer returns values which are clean (no carry) integer divisions on the Pimax Crystal OG resolution, even with the OpenXR Toolkit resolution scaling applied like in the workaround listed below which worked in SU3 but no longer works in SU4. Reviewing this formula should result in an easy fix.
With FoveatedRenderingScale 0.300000 and the workaround applied (base resolution 4320 x 5100) the resulting resolutions are:
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SU3: 1296 x 1530 - integer division without carry, as expeted
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SU4 beta: 1295 x 1529 - the divison in no longer fully integer, there is some carry/rounding with negates the applicability of the workaround