By far one of the sickest experiences Ive had in VR on Devo. Did you do anything to make it that immersive or is that how the game is in VR? I have UEVR and this game.
This is a custom immersive render in 8K VR180 with a 120mbps bitrate. The level of immersion you experienced isn’t possible with real-time recording methods like UE VR or Reshade. It’s achieved through a detailed render process, which takes about 16 hours for just 1:30 minutes of footage 😅
This process doesn’t have a widely recognized name, but here’s how it works: Injecting ASI Mod for Camera Control Start by using an ASI injection tool, such as MK1Hook, to gain control of the camera in the game. The replay feature in the game is essential to freeze scenes and use native play/pause controls, ensuring precise frame-by-frame captures. Frame Capture Workflow Use the ASI script to call Unreal Engine’s HighResShot function to capture frames. For stereoscopic rendering: First, capture a frame for one eye. Adjust the camera coordinates in the tick function for the other eye, then capture again. Move to the next frame (using the D button or right arrow) and repeat the process to capture the sequence frame by frame. Issues with Single-Frame Wide FOV Captures Capturing a single frame with a wide FOV (e.g., 150°) and using a 2x HighResShot (8K resolution) might seem convenient, but the result is blurry and pixelated. Unreal Engine doesn’t render these frames natively in 8K; it simply upscales a lower-resolution render, which degrades quality. Additionally, when transforming these captures into a VR180 format, black padding (bars) appears due to insufficient field of view coverage, resulting in a distorted, VR100-like experience. The Quality Solution: Multi-Shot Capture To achieve true 8K VR180 quality, the solution is to capture 9 smaller screenshots per eye at a resolution of 2500x2000 each. These shots are then stitched together into a 4000x4000 frame for each eye, resulting in an 8000x4000 VR180 frame. This method ensures native 8K quality without upscaling or distortion. Storage and Post-Processing This process generates a massive number of screenshots-18 per frame (9 per eye)-requiring at least 1TB of NVMe SSD storage to handle the data. Afterward, the individual shots are merged to create the final VR180 frames. The result is crisp, high-quality VR180 video content with no padding or distortion. Final Video Quality and Compression Artifacts The rendered video is output at 120Mbps, ensuring excellent quality for local playback. However, after uploading to platforms like RUclips or DeoVR, some compression artifacts may appear due to their re-encoding processes, which reduce the bitrate to around 30-60Mbps. While the quality remains high, it’s slightly lower than the original due to this unavoidable compression.
@@MKVR180 Bro that sounds like some crazy ass work. lol I How did you even come up with this process. Is it possible to view these outside of the Devo app..offline? If gaming was like this it would change the everything.
By far one of the sickest experiences Ive had in VR on Devo. Did you do anything to make it that immersive or is that how the game is in VR? I have UEVR and this game.
This is a custom immersive render in 8K VR180 with a 120mbps bitrate. The level of immersion you experienced isn’t possible with real-time recording methods like UE VR or Reshade. It’s achieved through a detailed render process, which takes about 16 hours for just 1:30 minutes of footage 😅
@@MKVR180Okay does this process have a specific name so I can learn it?
This process doesn’t have a widely recognized name, but here’s how it works:
Injecting ASI Mod for Camera Control
Start by using an ASI injection tool, such as MK1Hook, to gain control of the camera in the game. The replay feature in the game is essential to freeze scenes and use native play/pause controls, ensuring precise frame-by-frame captures.
Frame Capture Workflow
Use the ASI script to call Unreal Engine’s HighResShot function to capture frames. For stereoscopic rendering:
First, capture a frame for one eye.
Adjust the camera coordinates in the tick function for the other eye, then capture again.
Move to the next frame (using the D button or right arrow) and repeat the process to capture the sequence frame by frame.
Issues with Single-Frame Wide FOV Captures
Capturing a single frame with a wide FOV (e.g., 150°) and using a 2x HighResShot (8K resolution) might seem convenient, but the result is blurry and pixelated. Unreal Engine doesn’t render these frames natively in 8K; it simply upscales a lower-resolution render, which degrades quality. Additionally, when transforming these captures into a VR180 format, black padding (bars) appears due to insufficient field of view coverage, resulting in a distorted, VR100-like experience.
The Quality Solution: Multi-Shot Capture
To achieve true 8K VR180 quality, the solution is to capture 9 smaller screenshots per eye at a resolution of 2500x2000 each. These shots are then stitched together into a 4000x4000 frame for each eye, resulting in an 8000x4000 VR180 frame. This method ensures native 8K quality without upscaling or distortion.
Storage and Post-Processing
This process generates a massive number of screenshots-18 per frame (9 per eye)-requiring at least 1TB of NVMe SSD storage to handle the data. Afterward, the individual shots are merged to create the final VR180 frames. The result is crisp, high-quality VR180 video content with no padding or distortion.
Final Video Quality and Compression Artifacts
The rendered video is output at 120Mbps, ensuring excellent quality for local playback. However, after uploading to platforms like RUclips or DeoVR, some compression artifacts may appear due to their re-encoding processes, which reduce the bitrate to around 30-60Mbps. While the quality remains high, it’s slightly lower than the original due to this unavoidable compression.
@@MKVR180 Gawwwd damn! lol Okay appreciate the break down.
@@MKVR180 Bro that sounds like some crazy ass work. lol I How did you even come up with this process. Is it possible to view these outside of the Devo app..offline? If gaming was like this it would change the everything.