Instructions for developers to avoid needing parallel projections

suggestions

#1

@PimaxUSA @PimaxVR @Sean.Huang

Please produce and publish a set of concise instructions for developers outlining the required openVR function calls and the implementation required to correctly render to non co-planar displays so they can avoid the requirement for parallel projection compatibility mode.

I’m finding issues using this compatibility mode especially when motion smoothing is active.

  • Blue lines on the edges of the displays when moving my head quickly.
  • Increased distortion.
  • rendered objects disappearing on the periphery.

I’d really love not to have to use this mode for my software of choice (x-plane 11). Im sure other feel the same using other titles. I know the responsibility lies with the developers to make changes but providing a clear set of instructions might give them the encouragement to fix their code.


[Replied]Pimax: we need fallout 4 vr working without parallel projections
#2

…and a considerable loss of performance.


#3

I have read about the performance cost but haven’t seen any definitive measurement of it. Does anyone have an example from a game or app that has been updated with measured performance difference? How much performance is being lost?


#4

It causes a fps drop of 5 to 20%, but it isn’t constant and it doesn’t always happen.
You can check it with different games in the same area, with the option set or not.


#5

Lone Echo doesn’t require PP, but echo arena does. I can contact the devs, but how do I tell them to fix it?
#6

This should be on a web page on Pimax’s website.
This is really basic stuff! Again communication failure.

The current “developer” page doesn’t help at all
https://pimaxvr.com/pages/developer

It only talks about an “SDK” which I’m sure is not needed.