Forum Discussion

AusRobbo48's avatar
2 years ago

Dynamic Foveated Rendering on Pimax Crystal

I am running the game with a pimax crystal. After hours of adjusting settings, I am now satisfied with the VR experience at a steady 72hz and high graphics settings. However…. Dynamic Foveated rendering is not implemented in game, whether I try the native pimax implementation and/or with openxr runtime. Is this somehow blocked by the game? 

3 Replies

  • @AusRobbo48 As usually, EA made an EA work. Bad graphics optimization, bad OpenXR implementation, not compatible with OpenXR Toolkit...

    Now I'm sure EA want to kill VR with bad VR mod...
    The universal UEVR mod work better...

    @EA please stop to make VR.
  • ShearersHedge's avatar
    ShearersHedge
    Rising Adventurer
    2 years ago

    Yeah, this game really needs dynamic foveated rendering, with aggressive resolution reduction outside where the eyes are looking.

    It would totally transform this game, allowing it to run at very high resolution, taking care of the blur, which is the main gripe people have right now.

  • As per mbucchia ( maker of openxr toolkit, pimax xr, etc)

    WRC uses OpenXR, so it will not do any foveated rendering using Pimax Play settings, since those settings only apply to OpenVR apps. In addition to that WRC uses D3D12 and WRC does try to use Quad Views - however the game developer is likely unaware of what quad views support or never tested their game with it, so the game does not properly render in that mode.

    re: OpenXR Toolkit

    Using the foveated rendering options from OpenXR Toolkit appears to work with WRC, and that includes eye-tracked foveated rendering. I've only tested it with a Quest Pro and VDXR, but I have faith that a Pimax Crystal + PimaxXR should work as well.


    Bottom line: Native pimax foveated rendering does not work in this game, ffr nor dfr. You need to use in game foveated rendering. OR... use openxr toolkit. Should work using Virtual desktop (VDXR) or if the game crashes you might need to force it to start in DX11 (-force -dx11). 

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