October 2020 - last edited October 2020
Thanks for posting that here, the solution is indeed found in #2040 of Valve's OpenVR master.
It's the most cost effective approach to get it done right just once.
The Devs won't have to manually put in new headsets that get released afterwards: OpenVR API takes care of that henceforth! The scaling will be right, the depth perception will work, even for unreleased future newcomers like the G2 - without any manual adjustments by the Devs later.
P.S. Do not clean nulls or anything about the matrices given, some don't use all variables, some headsets require/fill them, some adjust for manufacturing tolerances with them, etc.
October 2020
Please FIX this ASAP
October 2020
Same here on a Pimax 5k+
Enabling Parallel Projections in the pitool driver software is a possible workaround but it ruins performance
RTX2080ti steamvr
October 2020
October 2020
Please include the supposed OpenVR code.
I'm using a Pimax Artisan with an RTX2070 and am not able to play it without getting motion sickness because of pretty bad frame times, even on lowest details as a result of bad performance based on parallel projections.
October 2020
Me too,
Please fix asap, not just for Pimax, but also for Index and WMR headsets with strong software IPD correction
October 2020 - last edited October 2020
Defo. Hope they implement soon. Thanks for the breakdown of how to easily fix for the devs.
That performance is really needed in VR. Especially on the flagships like Index, Reverb and 8KX.
@Straatford87please see this thread for fix for all the above headsets now and into the future.
October 2020
Please fix this, it's an issue on the Index as well.
October 2020
Yep please fix for all canted displays, Pimax 5k+ and 8KX here. Thanks!
October 2020 - last edited October 2020
Really disappointing seeing a major studio get the render pipeline wrong for canted displays, this isnt 2016 anymore, VR isn't so mysterious! Obviously same problems here Pimax and Index