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Headwarp

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Everything posted by Headwarp

  1. So, when you disable automatic resolution settings in Vive Console, select whatever mode you want, let's go with Ultra. Start SteamVR. Set Render resolution to 150% for example, and it reports a number. If you quit SteamVR and restart it again don't change any settings other than to confirm SteamVR rendered resolution is set to custom, and the slider is at 150%, do this about 3-4 more times.. it says that same exact resolution at 150% each and every time in SteamVR settings? I mean I know for a fact the resolutions change for other people than myself. I've asked around. In this thread we've pointed out that it's calculating rendered resolution based on gpu clock frequency regardless of settings in htc's vrcompositor log files every time you start the software. Some of the updates finally got it to start using something higher than my idle clock frequencies at least.. some of the time. Still, it's all over the place for me and frankly I would never want a display that constantly changes the rendered pixel count without me choosing a setting that forces it to do so. I'm on the fence on whether this was an intended feature, or something they did on accident. I hope it was an accident and they figure that out at some point. Maybe I'll try it again when they do. You'd be the first person who'd said otherwise to me in about 20 pages of this thread, reddit, vive forums, steam discussion boards, private messages.. So if yours is for some reason staying put, lemme know. There might be more troubleshooting to do. With respect, I'm not sure you've been looking for it. Not directly at imacken - but I'm really asking questions hoping for an answer in some of these posts. Remove all doubt, make a youtube video. yeesh
  2. Welp. Returning mine to B&H. Driving down to drop it off to the shipper tomorrow. I just can't deal with the resolution inconsistencies. I have spent far too much time fine tuning my system for optimal results both in and out of VR to fathom why anybody would think it's acceptable to start a program at a different resolution every time SteamVR is restarted. To HTC's support team's credit.. it seems like they did try communicating with the development team to try to address some of my complaints.. but so far up to 2.0.17.4 I haven't bothered actually using the headset other than to start and restart SteamVR over and over again to be looking at a different number in the Resolution per eye. I'm talking.. jumps from like 7.2m pixels per eye to like 8.1m pixels per eye, and the only thing being done in between is quitting steamVR and restarting it. I do like lighthouse tracking.. ordered an Index just to see if I can manage with the max IPD setting an maybe a thicker face pad with my 72mm. Honestly if a Vive Pro 1 headset only were available at MSRP I'd probably snag one for the AMOLED and wider IPD range. But I can only find them used for more than MSRP or as a full kit. Hopefully I can make the Index work for me though. If nothing else.. I still have my Odyssey which provided a very nice experience at 60hz and no motion reprojection for simming.
  3. IME if it doesn't say "Out for Delivery" when you look up the tracking number then it's not on a truck. But.. there are exceptions to that. Being that close you at least know you should have it by tomorrow. You'll have a busy weekend, sir.
  4. I just had a nice little chat with a vive techsupport/customer service agent via their live chat, to which they immediately escalated the issue to a ticket upon hearing my descriptions of the issues and gathering my hardware and OS info. They didn't even make me jump through the hoops of general troubleshooting guides. Instead simply asked me what all I've done trying to troubleshoot, asked me for the hardware I'm running and told me to also use the Report function in vive console which I already have.. the rep even commented that it sounded like I was pretty experienced in the matter so that may have prompted her not to beat around the bush. So.. it will be interesting to see what kind of responses I get to the escalated ticket.
  5. Yeah that's worded in a way that seems confusing. Let's quote the part you didn't bold. "If we had set it to 100%, a lot of PCs would struggle under automatic settings." which implies, that there is also a manual setting. When you read the entire paragraph they are clearly talking about a feature that already existed, and has been disabled by most power users for years now. And also.. I mean.. "A lot of PC's would struggle @100%".. so we bumped it up to 150%".. what? say again? huh? Yeah that makes sense. /s People are struggling at native.. so let's increase the resolution to fix that. And this is the logic that makes us happy we have a manual option. Interesting find however thanks to you pointing me to the vr compositor log. It does seem to be doing some automated calucalations. Here are some more reasons I don't want it to do so, and therefore disabled the automatic resolution setting in vive console, which didn't provide the result I was looking for. This is what happened when I enabled the boost lock for my GPU in EVGA Precision, which actually puts me between 1980-2055mhz gpu clock Additional VsyncToPhoton time = 0.000000 seconds. [2021-06-10 13:04:29.944 -5 0xF3C INFO Initialize] Adapter[0] LUID.hp = 0, LUID.lp = 54771 [2021-06-10 13:04:29.944 -5 0xF3C INFO Initialize] Display Padding: (0, 0) [2021-06-10 13:04:29.944 -5 0xF3C INFO Initialize] Display Width: 4896, Height: 2448 [2021-06-10 13:04:29.944 -5 0xF3C INFO Initialize] Default Render Width (per eye): 3320, Height: 3320 [2021-06-10 13:04:29.945 -5 0xF3C INFO Initialize] Hidden mesh area per eye: 0.100613 [2021-06-10 13:04:29.945 -5 0xF3C INFO Initialize] Measure GPU speed with 2880 x 1700 render target. [2021-06-10 13:04:30.181 -5 0xF3C INFO Initialize] GPU speed test result: 1690 MP/s [2021-06-10 13:04:30.181 -5 0xF3C INFO Initialize] Estimated default throughput: 1784 MP/s [2021-06-10 13:04:30.181 -5 0xF3C INFO Initialize] Adjusted render Width (per eye): 3218, Height: 3218 [Scale = 0.940000] SteamVR resolutoin at 150% 3104.. um. apparently 150% is the new 100%. This what happens at idle gpu clock speeds, which is actually 1350mhz [2021-06-10 13:22:16.019 -5 0xEE0 INFO Initialize] Adapter[0] LUID.hp = 0, LUID.lp = 55475 [2021-06-10 13:22:16.019 -5 0xEE0 INFO Initialize] Display Padding: (0, 0) [2021-06-10 13:22:16.019 -5 0xEE0 INFO Initialize] Display Width: 4896, Height: 2448 [2021-06-10 13:22:16.019 -5 0xEE0 INFO Initialize] Default Render Width (per eye): 2842, Height: 2842 [2021-06-10 13:22:16.020 -5 0xEE0 INFO Initialize] Hidden mesh area per eye: 0.100613 [2021-06-10 13:22:16.020 -5 0xEE0 INFO Initialize] Measure GPU speed with 2880 x 1700 render target. [2021-06-10 13:22:16.340 -5 0xEE0 INFO Initialize] GPU speed test result: 1225 MP/s [2021-06-10 13:22:16.340 -5 0xEE0 INFO Initialize] Estimated default throughput: 1307 MP/s [2021-06-10 13:22:16.340 -5 0xEE0 INFO Initialize] Adjusted render Width (per eye): 2740, Height: 2740 [Scale = 0.930000] 150%SS in SteamVR is actually much closer to the reported resolutions on the bottom line taken in to scale. 3218 x .94 = 3024ish.. so it's just hair higher at Steams 3104x3104 resolution. That will still probably be a different number the next time I started up SteamVR however, as it is always a different result. However.. if this is truthfully as designed, and not some confusion between the HTC software development team on what this feature should do or a bug where my resolution is different every single time I start up SteamVR? That's a deal breaker for me. It makes absolutely zero sense for you to allow me to manually choose a resolution, and then completely ignore the setting I chose. And then base that on my IDLE gpu clock frequencies which are no where close to where I'll be when a VR title is actually running. Defeats the whole purpose of disabling automatic settings for performance tweaks. I have never utilized, neither have I ever wanted software to attempt to handle my performance tweaking for me. Especially in DCSW and other sims where I have put countless hours into determining my sweetspots for VR performance with far better results than automatic scaling has ever offered me. And I am still inclined to believe that what SteamVR is reporting the resolution at, at least in 120hz modes is just plainly incorrect, as stated in an earlier post that what should've been about 4.4m pixels per eye in the Pro 2 was performing worse than 5.9m pixels per eye in the Odyssey. I don't forsee HTC fixing it before my return period is up. Hope they prove me wrong. It makes more sense to me still that the automatic display resolution setting in Vive Console is bugged much like the Motion Compensation switch having no effect on or off. In fact the only consistency the option seems to offer when disabled is the refresh rate chosen.
  6. I shall do the same. And yes, let's leave it be. My apologies my response could've simply been that with betting confidence I believe the numbers you found are related to the feature that can be supposedly be disabled in Vive Console and to reiterate that maintaining less than 22.2ms frametime = more than 45frames per second being quite confident I know my own experiences better than others seem to think they do. The article was just to give you another source regarding auto settings than me. For everybody else - Short and sweet version - My only real complaints are that the software is malfunctioning to an extent that I can't confidently dig in and really see what my machine can do with this headset and that I'm not a fan of motion compensation, IF in fact that's what I'm actually seeing as none of the features seem to be behaving as expected. Hopefully it will get better. At the same time.. it's taken years to get to where we are today with WMR and Valve's software. So here's to hoping Valve and HTC sort out whatever is going wrong sooner than later.
  7. And again.. Likely intended for use with the automatic setting to determine the resolution set by Vive Console which has a switch at the top of the display settings page. Chances are this is obviously bugged, though I appreciate your willingness to dig into file explorer. I mean.. the headset is fresh out the gate. I know you'd like to think it's something on my end for some reason. But I'm pretty confident it's buggy software that will hopefully be addressed.. as the state of software upon release is less than satisfactory. Can I ask, what makes more sense to you.. A.)automatic resolution scaling setting resolutions despite having disabled that option in both vive console and SteamVR or B.) buggy software for a piece of hardware that's been out for less than a week publicly? Take a look at reddit and the vive forums and I'm clearly not alone here either. I am quite capable of measuring my FPS and system performance and have various tools for doing so. Staying well below 22.2 ms frametime means being capable of maintaining more than the 45fps minimum required for motion compensation @90hz. If you'd like to ask me what game I'm talking about in the desire to share and compare expeirences. Please PM me and go have a look yourself. I'd be interested to hear how it compares to motion smoothing in the Index. There is simply no viable reason to have automatic settings which have options to disable them, but they still work when you disable them. Automatic resolution settings are also something that no VR gamer actually wants afaic, at least not in it's current state. performance between VR titles varies too much and the available "Auto" settings really just give it their best guess for a general baseline. If it looks like a bug, smells like a bug.. it's probably a bug. Anyway, I hope I haven't come off as offensive as anything as you are simply investigating things and trying to help. But what makes more sense to me is the software is not behaving correctly. And we should be urging HTC to fix it ASAP rather than downplay the significance and stroking their ego. Here's an article for you that should clear you up at least on SteamVR's side of Automatic resolution scaling so you don't have to take my word for it.. which may lead to the conclusion that the behavior displayed in my video doesn't make any sense once 2 and 2 are put together. https://bit-tech.net/news/gaming/virtual-reality/steamvr-gets-automatic-supersampling-system/1/ Quoting a line from the article " Naturally, either can be overridden manually for those who prefer full control over their graphical settings."
  8. I don't think SteamVR is reporting Vive Pro 2 resolutions correctly, on my rig at least, and it's rendering at higher resolutions than what is being reported. I mean.. that doesn't identify if it's Vive Console or SteamVR at fault but. Prior to getting my Vive Pro 2 I was running the Odyssey at resolutions that equate to like 5.9m pixels per eye. I was maintaining my 60fps under those circumstances, or close enough to it. With steamVR reporting 2108x2108 per eye in the Pro 2, which is only 4.4m pixels per eye I was dropping down to like 40fps in the other sim I uninstalled my WMR software and can't give the exact resolution.. but 5.9m pixels per eye is way higher than the reported 1632x1632 when I turned the SS slider down which is 2.6m pixels per eye yet I was still seeing a short occasional bit of red on the GPU graph. Though the Ultra setting at 90hz seems to be reporting closer to what it should be, I'm still not sure it's correct. While the steamVR resolution being reported can not possibly be correct and still make sense to me especially in the 120hz modes, the SS slider does in fact affect resolution.. so it might be that the percentage at least relates to the native resolution of the vive even if steamVR is reporting that resolution incorrectly. I mean.. I'd say my sweetspot is probably around 5.2-5.5m pixels per eye. The problem is, I have no idea how many pixels I'm actually rendering in the Pro 2. I'm at odds with motion compensation still. I get there will be artifacting and aliasing issues with it on. I almost thought the double vision was due to my framerate dropping too low.. but chasing WW2 warbird in my other sim with the headset set to 90hz I would be looking at a clearly identifiable 109 one moment and the next it would be like I was drunk and seeing two of them, flashing and blurring and I never exceeded 16.7 frametime, in otherwords my system was not struggling to run at 45fps @90hz My last experience with WMR motion reprojection had artifacting and wings may flap.. but none of the double vision. Not that I spent much time with it, as 60hz with no reprojection was an awesome experience as long as I was close to or maintaining 60fps.
  9. I couldn't tell you. I get a different number every time. 2488x2448 pixels per eye is native.. SteamVR has never reported the exact native resolution of a headset, but this is the first time I've encountered the resolution reported by SteamVR at a given percentage changing with every restart. My only other experience being WMR. Hopefully HTC doesn't take too long to fix things. Or valve... whoever's software is at fault.
  10. I would still imagine that the items mentioned (GpuSpeed and Horsepower) is for use with the automatic render resolution setting in SteamVR which is currently set to disabled on my end, as well as Vive Consoles own automatic settings. Being disabled. I wouldn't go so far as to say "This is why this is happening". It shouldn't be. If it is some kind of "feature" it's a hinderance not a boon. My guess is still that something is broken and needs fixing. All the information in my vrsettings file points to the Vive pro 2. It shows the correct resolution iin there as well. . In fact I'm almost certain that the "GpuSpeed" section relates to steamvr's auto scaling feature as looking at it when enabled it always reverts to 150%SS on my system regardless of which headset I'm using and that's what the "render target scale" is set to (1.5=150%) and determined by the GpuSpeed0 and Gpu speed Horsepower number. "GpuSpeed" : { "gpuSpeed0" : 1941, "gpuSpeedCount" : 1, "gpuSpeedDriver" : "466.63", "gpuSpeedHorsepower" : 1941, "gpuSpeedRenderTargetScale" : 1.5, "gpuSpeedVendor" : "NVIDIA GeForce RTX 2080 Ti", "gpuSpeedVersion" : 2 }, It's not a matter of "my framerate is tanking I'm getting bad performance." I get no difference between motion compensation on/off I can't get consistent resolutions reported steamVR and frankly I don't know if it's really rendering at the resolution it's stating or not. This is how I have been measuring VR performance and fine tuning my system for a long time now. Currently I can only look at GPU usage as a capped framerate tells me nothing about how my system is actually performing. I believe I will start examining cpu/gpu usage however to see if it's staying consistent in DCSW between SteamVR restarts. That could tell me whether or not SteamVR is just lying. The reported resolution at performance mode which according to vive console is 1224x1224 per eye, but SteamVR is showing similar resolutions between performance and extreme mode @100%. Also my vrsettings file has nothing about refresh rate I can see, but the resolution is at least listed correctly in vrsettings. }, "driver_viveVR" : { "lastDisplayHeight" : 2448, "lastDisplayWidth" : 4896 Not trying to put down your experience there but.. still smells like a bug. YES.. SteamVR has automatic resolution settings that are supposed to be dependent on your hardware. But it's a setting that can be disabled, or at least we're supposed to be able to. It is the "render resolution" setting on the General page of the SteamVR settings. If set to custom, that should disable all automatic scaling on steamVR's end. Most of us have probably had it turned off since day 1 I'd imagine. Early articles on the feature I've read cover that as well. WMR+SteamVR doesn't behave this way, that's for certain. When turned on Automatic scaling will bump the SS slider up.. but it reports the same number if I were to set it to custom and choose the same percentage. Similar to how 100% SS in the Odyssey was always the same resolution. The automatic setting in steamVR also decided my 980Ti could handle 150% SS as a baseline for VR before I finally bought the 2080TI. I was barely getting away with native resolution in the Odyssey with the 980ti in DCSW. Good thing it isn't a forced setting.
  11. Lol if you decide you want to sell your Index HMU I think I'm interested.
  12. I can tell you both from experience with their phones, and from my recent chats with their customer service.. HTC doesn't have a great track record there in my personal experiences.
  13. I used mine for primarily helo use and prop planes for a long time and I miss it. But I've narrowed it down to just my Gunfighter for all simming purposes. I miss the force trim function, as well as feeling a buffet in the stick during a stall and the stick going limp. But I don't miss the lack of buttons. Also don't try to use it with the Gazelle just turn all FFB off with that thing... at least until after they get back to it.. provided the Kiowa turns out okay.
  14. Vive.com , click community. OR have a chat with one of their customer service reps. that's always a fun experience too. lol.. half tempted to copy and paste my chats with them for the luls. But eh. If you post on their forums make it count. You get two posts per day. Also.. that would be a nice guess if not for the fact that use of the headset still requires the SteamVR enviroment. HTC is out of touch with the VR consumer base imo. Valve is the only reason they have success in the field.
  15. SteamVR allows for changing the resolution of any headset.. Index owners have been using steamvr settings to change the refresh rates and turn on and disable motion smoothing. HTC is just trying to do something they saw microsoft do. Like I said in an ealier post.. who actually wanted a Vive Cosmos? Nobody.. not a single soul, Microsoft had that covered and did a better job with the software. Being the company they are they're going to do it worse than the already working methods we already have. There's a reason my last phone purchase was a Pixel and not my third HTC phone.
  16. I agree 100% about motion compensation. They need to just remove the requirement of Vive console all toghether imo.. it's just a completely unnecessary layer of tedium that is only going to serve to annoy the ever living crap out of users. Hint: HTC I am never going to subscribe to viveport. EVER. Vive Console certainly isn't going to change that.
  17. Yeah that's not how SteamVR's supposed to work. There's just no way that's working as intended. Again.. one couldn't get consistent performance results with a resolution that constantly changes. Pimax informed you wrong. That's a bug. Not to mention the discrepency in Vive Console resolution vs Steam VR resolution be SO FAR away from each other. THat's also a bug.
  18. How is it well established? My resolution has stayed the same at 100% in WMR for 4 years now. In fact.. if it were to constanly change like the Vive Pro 2 does how would one ever get reliable performance measurements? You're mistaken on that one. I think you might be confused with having read something about the 'Auto" setting in SteamVR, which will change the SS% slider depending on your hardware. This is disabled when you set it to custom. Just FYI i also cleared everything VR related from my PC multiple times. Either HTC's software or SteamVR is currently bugged with Vive Pro 2..which it is a brand new headset and we ARE talking about HTC here. They aren't known for their software. Hardware yes...software no. They build phones for the already existing android enviroment. Their headsets use the SteamVR environment. And again..this is why Vive Console is silly. They aren't a software company like say.. Valve or Microsoft.
  19. I'm absolutely convinced there are software issues that aren't worked out. I just recorded a 10 minute video of my desktop. Sorry I wanted to keep it much shorter but.. I think you'll see why it took me so long and will be a good illustration of why Vive Console is a step I don't understand the reasoning for, especially when it has this many issues out of the gate. I'll edit this post with a link to the video after it's done processing. I'm back to showing a different resolution in SteamVR everytime I restart despite being set to custom setting, also.. when I change resolution in Vive Console to say the lowest setting which should be 1224x1224 per eye SteamVR is reporting resoltion of 2108x2108. I mean.. steamvr SS setting has never matched exactly with the screen's resolution of any headset.. but 2108x2108 is a pretty giant leap from 1224x1224. I'm going to try steamvr beta again and see if anything changes.. If it's not at a high enough definition - check back later.. Sorry I wasn't about to put the effort of a script and video editing into this, so forgive me for tripping over my words a little bit. *Edit* No difference in steamVR beta. Different resolution every time I start SteamVR despite no change to my settings in Vive console. I'm not sure anything is actually being rendered at the resolution SteamVR states.. but if by chance it is actually changing all the time like that, people are going to have a hard time getting consistent performance between vr sessions unless this is isolated to just me. I'm going to present this in the HTC forums.
  20. I wouldn't think it either.. just ruling that out.. and also confirming that the fact that I was getting that prompt was in error. LIke I said wiping all VR related anything other than my games from my system seems to have gotten me more consistent results.. Only I think the software is ignoring my request to disable motion compensation as I'm still finding myself capped. .. This is new to me too..and also might be where our difference lies @Supmua. My Per application resolutions seem to be dependent on the default resolution set on the Video tab. check it out. Note the Video tab resolution set to 150%, and the DCS one set to 100%, but matching resolutions. I could be remembering incorrectly but.. I don't remember it working like that with WMR. I've been under the impression that these settings were independent from one another. Here's another question.. did your headset have a firmware update in the SteamVR device list? only asking to compare your experiences with my own. Then again that could've been just for the display link box, which makes more sense. Still.. I'm not ruling out having corrupted my install somehow. (this was with the vive console set to the lowest display setting @120hz.
  21. So your OpenXR runtime in the SteamVR developer settings is set to "SteamVR?" Okay. As for the percentage variation by CPU or GPU that only makes sense when the SteamVR render resolution is set to auto, which brings up again the point of "WHY HTC?!?!'. There's two different places to set automatic resolution settings now along with preferred settings which I'm sure is going to be reoccurring question for new pro 2 users. I could be mistaken, but I don't think choice of CPU or GPU has any effect on custom SteamVR SS% settings. Only Auto settings, and then just the SS slider. I think it might be a bug.
  22. @Supmua when you ran Vive setup.. at any point did it prompt you about the setting the OpenXR runtime to Vive Cosmos? Or is that also set to SteamVR for you? Honestly I'm experiencing what @Baldrick33 mentioned. Like Motion compensation stays on whether I turn it on or off.
  23. That or something's janky. It is a new release after all. How about when you restart and open SteamVR does it stay the same or change? If it changes despite not being set on automatic. .. I was having those kind of issues before I completely wiped and reinstalled all my Vive, WMR and SteamVR. software. I'm not convinced SteamVR is reporting the correct resolutions.
  24. Double check your display settings in Vive Console didn't get reverted to automatic somehow. Steam was reporting varying resolutions @100% for me after I reinstalled until I realized I overlooked that setting. Now it shows the resolution in my screenshot every time. Motion Reprojection is WMR's version of asyncrhonus reprojection. LIke Occulus uses "ASW" and steamVR was using "Asynchronus reprojection" which you can still turn on in SteamVR settings, but supposedly improved their method and labeled it "Motion smoothing." Motion Compensation is HTC's version.. which to me just doesn't make since given the headset by default is wired, uses the lighthouse tracking system, and requires SteamVR to function. The Vive Pro, like the Valve Index utilizes Motion smoothing.. where the Pro 2 uses HTC's method. Frankly I am kind of wishing HTC would just keep making capable hardware and let the software moguls make use of it but idk *shrug* They are different approaches to compensation for an inability to maintain a framerate equal to your refresh rate.
  25. So.. somehow I think I managed to install more than what Vive Setup requires for the Pro 2 on my first go around. I don't have any specific recollection of clicking anything cosmos related, other than, I kept getting prompts asking if I wanted to set my OpenXR runtime to Vive Cosmos. Even though I clicked yes, when I checked earlier today it said OpenXR was associated with WMR. Which kept causing popups about OpenXR not being set to SteamVR. So in the SteamVR developer settings I set that to SteamVR and moved on. Also.. Vive software installed some SRanipalService.exe on my system which was running as a service and failed to uninstall when I uninstalled all Vive software from my system. I had to reinstall all vive software, stop the service and it went away this time when I uninstalled all HTC software. it left behind shortcuts I've since deleted. I also removed mixed reality software and went through and cleared all HTC and Vive folders from my AppData folder. At this point I think this got me to where most of you will be running Vive Setup to install your pro 2 the first time. I got no prompt about OpenXR when I installed this time. Anyway.. as it turns out.. it seems motion compensation does in fact work at 120hz. I'm still not overly sold on it though.. my last experience with WMR's reprojection caused some weirdness but not quite the blurred double vision I'm getting tracking aircraft in my other favorite combat flight sim. It does at least appear to be functioning properly. The weird thing about it however, is if I'm running at 120hz at a resolution I can handle 60fps with my settings, it fluctuates between 57-60fps. Furthermore, if I change the refresh rate to 90hz, it starts fluctuating between 43-45. In my other sim, it'll sit at 59 fps at 120hz and do 44fps @90hz and while it's not as bad as I was experiencing in my post earlier this morning, I briefly tested WMR's motion reprojection a week ago and it wasn't distorting the image quite as badly as the Pro 2 can. Where my experience at 60fps @ 60hz in the odyssey provided less clarity on say specifically the F-16's MFD's in DCS.. I could read most of the gauges and had a clear image of aircrafts, and had a much easier time identifying what I was looking at while tumbling through the air. Frankly guys, for the last 3-4 years of owning a VR headset that's really the only number I use for performance measurements. "Can I maintain 90FPS? If no- Can I maintain 60 FPS? - If no Can I maintain 45 fps?" and as long as I can meet one of those three conditions, I'm as smooth as I'm likely to get for my situation.. now I can aim for 120fps in less intensive titles. If I'm to believe dburne's claim that motion smoothing provides a better experience than WMR's motion reprojection, then I still question HTC's decision to not utilize Valve's current async method. No offense to dburne. lol. It's less a thought about you and more about my lack of experience with valve HMD's on the SteamVR platform.
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