branchsbox/vr-multiview-instancingcancel
6 Commits over 0 Days - ∞cph!
Always skip BaseViewModel.UpdateAllPostCamera when in VR, avoids a circular dependency that was consuming a chunk of frametime because scenesystem abs transforms were locked.
Ideally games shouldn't be making view models in VR either though.
Global.IsRunningInVR is only true if the game is started in VR mode, instead of if SteamVR is running
Render less on Oculus HMDs using stencil meshes to reduce frametime, for some reason they've never been exposed via OpenVR so hard code ones dumped with libovr.
* Rift CV1 renders 14.07% less area
* Rift S renders 11.26% less area
* Quest renders 5.69% less area
* Quest 2 renders 9.13% less area
Core shaders with multiview and fixed instance strides for transforms
Add instance stride to shader too for multiview instancing
Fix transform instance id in multiview cables shader
Simplify render pipeline by removing dead code for rendering world sessions to textures, we use the view system directly when rendering to texture
Strip multi-gpu support to simplify our rendering pipeline further in preparation for single-pass VR rendering