CV1 texture pop in from the extreme edge

Hi

I borrowed my mates CV1 this weekend.

One thing I noticed was that I got some triangular texture pop in from the extreme edge of the screen. It was at the extreme edge of my left right periphery vision.

Does anyone else notice this? I am not sure if it was in beta or not. I didn't have time to film it. :(
 
Ive been seeing for the past year on both vive and rift.

Its ED's fov rendering optimization for shadows/light detail.
It just so happens the cut off is within visible range for some, while looking straight ahead, and the lenses for some reasons present a wider fov when looking straight ahead.

It is doubly jarring because our peripheral vision is extremely tuned for motion, and or changes in brightness. It triggers our primordial early threat warning system.
 
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not 100% sure the devs know, but with all the reports on this I thought they knew by now

I think they might be too busy to browse any forum other than the bug report forum to find bugs :/

It hasn't been fixed in Beta 5.

I can't post a video because I have given back my mates CV1 and it isn't an issue with the DK2. If it is defo happening for you, you might want to post a quick video etc to the link or at least mention it in the bug report thread. So far it looks like it is only me with the problem.

https://forums.frontier.co.uk/showthread.php/340545-VR-Texture-Pop-in-at-edge-of-view
 
I logged a bug report about it a while back. At work and can't dig for it, but I know the FD devs know about the planet texture flashing when approaching a landable planet. They also know about the terrain shadow pop-in when you move your head about too.

The planet terrain is rendered in square chunks, and yes, at the edges, it draws them or erases them depending on whether the centre of the square is present in the frame or not. So when you move your head, the squares at the edge can turn on and off. The engine needs more checks (at each corner) to know if a square (or two triangles) is actually out of view before culling it from memory.

If I recall correctly, the terrain flashing only happens on landable planets? Pretty sure the landable planets have a different shader calculating the terrain etc.
 
Awesome!

I have bumped it.

I am 99% sure it is to do with Frustum Culling. The exact same thing happens with nvidia 3d vision.

Nvidia solution was to simply crop the extended edge of the scene: right edge for the right eye and the left edge for the left eye.

FD should be able to extend the view slightly for each eye.
 
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Hi

Did the no AA solve this issue? When I tried it I was running AA BUT I am happy to stop using it.

I am about to take the plunge but the texture pop in did my head in and I couldn't stop seeing the issue and my DK2 has no such problems.

Thanks!
 
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