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Steam vr compositor 400
Steam vr compositor 400





steam vr compositor 400

TrackedDeviceClass_GenericTracker = 3, // Generic trackers, similar to controllers TrackedDeviceClass_Controller = 2, // Tracked controllers TrackedDeviceClass_HMD = 1, // Head-Mounted Displays TrackedDeviceClass_Invalid = 0, // the ID was not valid. ** Describes what kind of object is being tracked at a given ID */ Static const uint32_t k_unTrackedDeviceIndexInvalid = 0xFFFFFFFF Static const uint32_t k_unTrackedDeviceIndexOther = 0xFFFFFFFE Static const uint32_t k_unMaxTrackedDeviceCount = 64 Static const uint32_t k_unTrackedDeviceIndex_Hmd = 0 ** Used to pass device IDs to API calls */ Static const uint32_t k_unMaxDriverDebugResponseSize = 32768 Static const uint32_t k_nDriverNone = 0xFFFFFFFF TrackingResult_Fallback_RotationOnly = 300, TrackingResult_Calibrating_OutOfRange = 101, TrackingResult_Calibrating_InProgress = 100, # define INVALID_SHARED_TEXTURE_HANDLE ((vr::SharedTextureHandle_t) 0)

#STEAM VR COMPOSITOR 400 WINDOWS#

Handle to a shared texture (HANDLE on Windows obtained using OpenSharedResource). Void* handle // See ETextureType definition above display native format).ĬolorSpace_Linear = 2, // Same as gamma but has been converted to a linear representation using DXGI's sRGB conversion algorithm.

steam vr compositor 400

This mirrors the DXGI formats which have _SRGB variants.ĬolorSpace_Gamma = 1, // Texture data can be displayed directly on the display without any conversion (a.k.a. are of type MTLTextureType2DArray assume layer 0 is the left eye texture (vr::EVREye::Eye_left), layer 1 is the rightĬolorSpace_Auto = 0, // Assumes 'gamma' for 8-bit per component formats, otherwise 'linear'. Textures submitted to IVRCompositor::Submit which TextureType_Metal = 6, // Handle is a MTLTexture conforming to the MTLSharedTexture protocol. this texture is used directly by our renderer, so only perform atomic (copyresource or resolve) on it TextureType_DXGISharedHandle = 5, // Handle is a HANDLE DXGI share handle, only supported for Overlay render targets. TextureType_DirectX12 = 4, // Handle is a pointer to a D3D12TextureData_t structure TextureType_IOSurface = 3, // Handle is a macOS cross-process-sharable IOSurfaceRef, deprecated in favor of TextureType_Metal on supported platforms TextureType_Vulkan = 2, // Handle is a pointer to a VRVulkanTextureData_t structure TextureType_OpenGL = 1, // Handle is an OpenGL texture name or an OpenGL render buffer name, depending on submit flags TextureType_DirectX = 0, // Handle is an ID3D11Texture TextureType_Invalid = - 1, // Handle has been invalidated The 0,0 to 1,1 range covers a single eye. * UVs range from 0 to 1 with 0,0 in the upper left corner of the ** Used to return the post-distortion UVs for each color channel. * Anchors that live beyond one session should be saved by their string descriptors. This handle is only valid during the session it was created in. Forward declarations to avoid requiring d3d12.h Forward declarations to avoid requiring vulkan.h Static const uint32_t k_nSteamVRVersionBuild = 30 Static const uint32_t k_nSteamVRVersionMinor = 10 Static const uint32_t k_nSteamVRVersionMajor = 1 Then walk through locking the process in or out of your chosen schema.//= Copyright Valve Corporation =//.Right-click on the process and select “CPU Affinity/Always/Select CPU Affinity”.

steam vr compositor 400

  • Run Process Lasso and find the processes noted above.
  • The best way to do this is to run the applications/SteamVR and DCS in VR mode.
  • Simply by checking the boxes for all Cores and unchecking the boxes for (8-9) and (10-11). To keep Steam processing away from DCS.exe, you would make those cores not available to the steam process. If you choose the top two Cores to lock DCS.EXE to, with Hyperthreading on, you would select Cores (8-9) (10-11).
  • All even cores are physical, all odd cores are virtual.
  • Core 0 & 1 being Physical Core 0 and it’s Virtual Core 1.
  • A (6) Core CPU running Hyperthreading shows (12) Cores.
  • Setup DCS to later ensure other windows processes do not impede either of those critical process groups.
  • Ensure the VR process keep away from DCS when running.
  • Lock DCS World to specific cores for on-going process management.
  • The Rift processes do not react well to Core restrictions and appear to manage to keep away from busy cores on their own. This does NOT apply to Oculus Rift users. Keeping DCS World and SteamVR process on separate cores will eliminate some types of stutter and drag for VR users. This initial setup for Process Lasso will help with the most common tuning issue facing DCS World VR Pilots running SteamVR







    Steam vr compositor 400