Reshade to support different rendering processes
- keem85
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8 years 7 months ago - 8 years 7 months ago #1
by keem85
Reshade to support different rendering processes was created by keem85
Hi!
This is a request which is somewhat out of the ordinary. I am hoping that you can support renering like "Direct Mode" with Oculus Rift DK2.. The latest installment of Oculus' SDK 0.7 only supports "Direct Mode". Oculus has gone away from their "Extended Mode" (which is basically just mirroring a monitor). That means new rendering rameworks. Direct Mode has come to stay, because when Oculus Rift consumer version comes out in 2016 it will only support Direct Mode.. VR is going to be huge, so looking in to this matter would do a sort of future proofing..
I really really really hope you guys will look in to this. Since Direct Mode is the only thing that's going forward now.
Descriptions
Extended Mode: It's like a second monitor. It means that Reshade will work
Direct mode: The Oculus Rift only activates when a game starts. It does not utilize Windows' method of rendering a game, but it's own method
For reference
The previous 0.6 installment of the SDK did have extended mode (like a monitor). However the 0.6's extended mode had the SAME rendering method as Direct Mode.. To get Reshade working, I had to directly inject the "OVRServer_x64.exe" service, so that when I restarted my computer, Reshade would apply to the upper layer (before the game). But it was however not possible to do this in direct mode.. That is because direct mode was only activated wen starting the GAME..
I thought this might be a good side-information, because "OVRServer_x64.exe" is fully injectible. It's just a matter of getting it to work in direct mode
Versions
This is a request which is somewhat out of the ordinary. I am hoping that you can support renering like "Direct Mode" with Oculus Rift DK2.. The latest installment of Oculus' SDK 0.7 only supports "Direct Mode". Oculus has gone away from their "Extended Mode" (which is basically just mirroring a monitor). That means new rendering rameworks. Direct Mode has come to stay, because when Oculus Rift consumer version comes out in 2016 it will only support Direct Mode.. VR is going to be huge, so looking in to this matter would do a sort of future proofing..
I really really really hope you guys will look in to this. Since Direct Mode is the only thing that's going forward now.
Descriptions
Extended Mode: It's like a second monitor. It means that Reshade will work
Direct mode: The Oculus Rift only activates when a game starts. It does not utilize Windows' method of rendering a game, but it's own method
For reference
The previous 0.6 installment of the SDK did have extended mode (like a monitor). However the 0.6's extended mode had the SAME rendering method as Direct Mode.. To get Reshade working, I had to directly inject the "OVRServer_x64.exe" service, so that when I restarted my computer, Reshade would apply to the upper layer (before the game). But it was however not possible to do this in direct mode.. That is because direct mode was only activated wen starting the GAME..
I thought this might be a good side-information, because "OVRServer_x64.exe" is fully injectible. It's just a matter of getting it to work in direct mode
Versions
- SDK 0.5 and below had Direct Mode and Extended Mode (like an extra monitor. Windows' method of rendering. No problem with ReShade)
- SDK 0.6 had Direct Mode and Extended Mode (Oculus-rendering extended instead of Windows rendering. Had to apply injection to the "OVRServer_x64.exe")
- SDK 0.7 and every version coming will ONLY have Direct Mode.
Last edit: 8 years 7 months ago by keem85.
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- crosire
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8 years 7 months ago - 8 years 6 months ago #2
by crosire
Replied by crosire on topic Reshade to support different rendering processes
Direct mode requires games to present their frames via "ovr_SubmitFrame" (from what I could gather from the documentation), which is part of the Rift SDK. So that will need special handling in ReShade. Right now I'm working on D3D12 support, but I'll take a look at integrating the Oculus Rift afterwards. It may be best to wait until the consumer version is released though, so that the SDK is more stable and because it would be rather useful to be in possession of a Rift for development, but it doesn't make sense to buy a DK2 now, when the final version is coming out soon.
Last edit: 8 years 6 months ago by crosire.
The following user(s) said Thank You: jas01, keem85
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- keem85
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8 years 7 months ago #3
by keem85
Replied by keem85 on topic Reshade to support different rendering processes
Yeah I agree. Reshade vastly improves the games sharpness and it actually makes may games playable. iRacing for instance.. I can see braking-marks from houndreds of meters away, which I could not without Reshade.. Even with the Rift's CV1 release, we will benefit from the Reshade I think.. It make for way more presence within the rift. But it's good to hear that you know about this and maybe plan to make it work with the Rift
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