I’m not sure of this at all, but I didn’t dig enough into this in particular either.
The other problem is that even if there is a depth buffer sent to the OXR API, is the SteamVR OXR Driver using it?
I’m looking at the Optical Flow SDK right now and it has provisions for hints:
NVOFA Programming Guide :: NVIDIA Optical Flow SDK Documentation
Flag to enable external hints:
NVOF API provides clients the flexibility for feeding external flow vectors which will be used as hints by NVOFA while performing the motion search.
Pass good quality flow vectors as hints.
NVOF API provides the option for passing external hints. The external hints are given highest importance while performing the motion search by the hardware. Hence it is recommended to pass good quality flow vectors as hints, and not use the feature in case the hints are not of good quality.
It happens FS2020 is already computing pixel motion vector texture for TAA and this would be a good hint. Should they be able to provide this texture through OXR, and SteamVR uses it to pass along to the Optical Flow lib, this would help a lot. But is there an OXR API for this? Or even an OXR Extension for this? And what about SteamVR?
This can only be solved if Asobo, Valve and NVidia sit around the same table and decide to implement this. Given what they seem to have told about Pimax though… Pimax answered my question😢