Overall I'd say its definitely worth the download. It also adds some objects from HL: Alyx like the health and energy charging stations, Combine terminals, etc. Think of it like RE4 VR, there's just enough of an upgrade to textures that complements the og release's art style without a noticeable hit to performance. Sadly it seems that the additional steps required for gaming on Quest over (Air) Link cause a disturbance, as there is still judder on there at this time.It runs really well on my 2060S but the texture packs aren't anything too crazy which is the point as my earlier post quoted, they want to make sure it has good performance. So far I have been able to get a very stable result on SteamVR headsets (such as Vive and Index), completely selling the illusion that the Vermillion easel is part of the game. As soon as the framerate of the overlay doesn’t match that of the game, this becomes very apparent. If there is a mismatch between the camera movement in-game and in the overlay, the overlay appears to be “juddering” or lagging behind. The overlay is completely separate from the game, and has no notion of where the in-game camera is located. The next challenge lies in making the camera position and rotation match that of the game that’s being rendered. It leverages the 360 panorama overlay mode by warping the overlay’s eye outputs to a stereo panorama. Aardvark is open source, and while it’s a native C++ application and Vermillion is made with Unity, it had all the components I needed to understand how to create a 3D overlay scene. Aardvark is an overlay application that draws a full 3D scene, a user extensible platform for creating spatial widgets. He’s one of the developers at Valve behind SteamVR, who happened to have created Aardvark XR in 2020. I was about to give up, when someone mentioned Joe Ludwig to me. The overlay feature has practically no documentation, and from what I read on Twitter, there wasn’t a way to get a 3D overlay running smoothly. With Vermillion however, I needed to show an entire 3D scene as an overlay, not just a floating panel. OpenVR also supports capturing inputs in overlays, so that you can override the inputs from the game, preventing game actions from happening when you actually want to be interacting with the overlay. This has been used so far by applications such as LIV or Desktop+ to show supplemental information in VR, on floating rectangular overlays. With OpenVR, the VR runtime behind SteamVR, you can go a step further: you can start an application purely as an overlay rather than as a game, so that you can have both a game and one or more overlay applications running simultaneously. Overlays are also used by games to get a more legible in-game menu. This is the technology behind the very crisp menu panels you see when you open your VR dashboard. They have to be a specific shape: a rectangle, a cylinder, or a 360 panorama. VR runtimes have the ability to overlay textures directly onto the final image that is sent to the headset’s displays, without having to be distorted to match the lenses. This is why you need to render at a higher resolution than the amount of pixels on your headset to get a crisp image, or why standalone VR games that don’t have the performance budget to do this look blurrier than games on PC. This stretches the rendered image, making it blurry. After this however, the output for each eye is warped to counteract the distortion of the lenses. See his answer below.Ī tiny bit of technical background on how rendering in VR works first: the game world is rendered for each eye, just like it would be rendered once for a flat screen game. Thomas van den Berge explained to me how the technology works.
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