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Everything posted by Headwarp
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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.
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@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.
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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.
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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.
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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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Hopefully that's the last of us derailing the thread. My apologies to the rest of you for it. I got sidetracked. I think I've improved my situation with the Pro 2. Which I'll detail with screenshots. But.. there may be hope yet.
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Here you go making more assumptions. YES AS IVE STATED MULTIPLE TIMES I WAS GETTING 60FPS NOW, now quit showing your lack of reading comprehension and please leave me alone. Like do you even know you can disable motion reprojection in WMR?
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Why are you still posting to me? You do realize, how reprojection works don't you and why it exists? It was made to compensate for systems that can't run 90fps on a 90Hz screen. I'm not confusing people. You are just confused. For the same reasons we use motion reprojection to compensate for not being able to maintain 90fps in VR, anything less than 60 fps in VR on a 60hz screen is going to be a bad experience. Period. It's also why G-sync and amd equivalent monitors lock the refresh rate to the frame rate to reduce ghosting and increase fluidity of the display. You STILL haven't answered the one question I've asked you.. yet don't seem to get why I'm done talking with you. Nuff said bro.
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Peach.. we're done. Please stop responding to only snippets of my posts. have a good day.
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The odyssey's listed in my Sig. I've talked about that I'm upgrading it multiple times. The Odyssey was mentioned in the first post of mine you responded to. pardon me for not being in the mood for your silly jokes assumptions. I'm not a Unicorn. I didn't just change the refresh setting. I changed my game settings.. I found optimal resolutions..I tested with Motion Reprojection on and off. I set my system up to maintain 60fps in my HMD. I have hours accumulated to this task. I have no idea what steps the Reverb G2 users I've encountered in these forums have taken other than simply changing the refresh rate and saying "ew" and going back. Hence I ask one question, and instead of an answer I get more lip. If you'd like to outline all your testing in that experience I'd probably find it an interesting read as I'm personally never going to own a G2 to experience it myself. But 60hz in older WMR headsets is doable and an enjoyable experience. Thanks. With you. Moving on.
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And again.. you're missing the part where I mentioned a friend of mine who owned BOTH the Reverb G2 and the lenovo explorerr saying the Reverb presents a flicker that isn't present in his lenovo at 60hz which came out at the same time the odyssey. That guy also happens to turn to me for PC advice. It's not "the 60hz screen". It's the fact that you're using a completely different headset that by many accounts doesn't behave like first gen WMR headsets at 60hz, though the people i've heard that from didn't really provide exhaustive details on what they did to set their system up for utilizing a 60hz screen in VR without reprojection. . Anyway. I can't be bothered to keep this back and forth with someone who doesn't seem to be reading the entire post. But do note I was able to come to my conclusions without making a single assumption about you, or least one that I've stated publicly. Like I said.. what steps did you take to make sure you were running at 60fps? WHich anything less would provide a poor expeirence on a 60hz screen in VR. That's a conversation. Not sure what we're having.
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You seem to have missed the part where I specified a Samsung Odyssey and Lenovo explorer potentially having different behavior than the Reverb G1 or G2. Which only having owned the odyssey.. I can't rule out that your experience with the G2 was because you weren't maintaining 60fps. Could be.. but.. I covered that already.
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You're making an awful lot of assumptions about me. What headset have you attempted to run at 60hz? What steps have you taken to ensure DCSW or other sims CAN run at 60fps in VR? Y'all should read and hang on to the specifics. I mentioned a difference between other WMR headsets and "the Reverb" apparently according to you guys and friends of mine that I haven't a reverb to decipher whether people are properly aiming for 60 fps or not.
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The Odyssey was completely usable at 60hz. I've heard the Reverb G2 not so much, but I have no idea how much effort they put into trying to achieve 60fps at G2 resolutions. I have a friend that said 60hz worked well in his Lenovo explorer as well. Smooth.. no artifacting. It was just a matter of tuning my system to run my sims at 60fps. If my fps dropped below 55 it was gross. But my system handles it.. especially since the new PC build and getting away from asus's z370 platform that they've declared "end of life", despite other manufacturers still supporting 8th gen platforms. matter of fact IDK wtf magic I pulled but I've suddenly got Motion Compensation seemingly taking effect at 120hz giving me 60fps in dcs right now. There is sometimes some blurred/double vision in a dogfight.. but it seemed better than some of my experiences earlier today.
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Dude prior to this i was running my Samsung Odyssey rendering about 5.9m pixels per eye with a 60hz refresh rate at 60fps with no reprojection whatsoever and having a good time. I have been tweaking the vive pro 2 resolution both ways all day and somethings janky.
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The 11900K is honestly garbage. It reaches 5.3ghz on two cores by boosting to like 1.5vcore and 1.5v system agent voltage. I had to manually set my voltages and find my stable clock frequencies just to get the chip to stop hitting TJ Max during stress testing. When testing AVX even at 4.7ghz the chip is drawing like 350watts. non-AVX loads it will draw like 200-250w. I have a single core sitting about 10 degrees hotter which makes total sense after pulling the IHS off my 8700K and seeing a shiny bare piece of silicon with the TIM only on the surface of the IHS. I've had to settle for 5.1ghz all core and 5.2 ghz for 4 cores or less with an avx offset of -5, @ 1.35vcore and 1.2v SA voltage though no games I'm playing in 2021 trigger the avx offset. In dx12 titles that would have my 8700k maxed out my 11900k is barely working at all and I'm gpu limited, but there's a reason the 5900x and 5950x are sold out unless you want to pay scalper prices and most big reviewers are recommending the 10900k over the 11900k. Like I say.. the only reason I went with this build was because I needed a new PC immediately and this was what was available to me. It does perform better than my previous build but marginally and AMD's architecture is allowing the new ryzen chips to compete with intel using lower clockspeeds, less power draw, less heat, and way more cores. Back on topic however - I'm really really not enjoying motion compensation..it's about as bad as legacy async reprojection. Like.. HEy.. HTC.. you're a smartphone company whose last phone I bought was still popping numbers up at me when I'd dial that I'd completely deleted from my phone. You guys have questionable design choices. Why are you trying to compete with Microsoft and Valve? They TOWER over you in software development. Your speciality is devices that run on android, WIndows, and Steam. Completing with Occulus made sense when they were starting up.. but reinventing the wheel and making your proprietary tech is only going to hurt you in the long run. Your headset requires SteamVR to function, let's put steamvr back in control. Hint - Vive Pro probably didn't sell well because of it's pricetag with no real improvement over competing designs. Now you give us what we wanted from the Vive Pro, but you replace existing useful features with your own tech that doesn't seem to work quite as well. I don't trust you to put the work in that MS and Valve have put into the technology. Who was really asking for the Vive Cosmos anyway? I want to like the Pro 2.. but Motion Compensation seems like early asynchronous reprojection methods. I suddenly am seeing an aircraft I'm in a dog fight with in double vision. WMR Reprojection had it's issues but the last time I used it wasn't this bad. I can't speak for Valve's motion smoothing but it has to be better than this. I'm debating sending my Pro 2 back honestly, might instead get an index because I am enjoying the lighthouse tracking.
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So downloading a firmware update for the headset via steamVR seems to have fixed the resolution discrepency between Vive Console and SteamVR.. annd starting over because I thought I already updated everything prior to now.
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Honestly, while the headphones don't have the output of say my set of Astro A50's, they dont seem any better or worse than the speakers on my Odyssey. The biggest factor on whether that sounds decent all for me was ensuring they were directly over my ears. Otherwise I think I can live with the Pro 2 headphones. I considered wearing my A50's over them because they're wireless but that's just too much bulk. So.. my headset only goes up to 70.5mm IPD.. but I guess the size of the face mask has an effect here. The visual quality is a huge upgrade from my Odyssey even though I was running it at a resolution that runs the native resolution of the headset. SteamVR doesn't seem to want to make up its mind what the resolution is though, as it reported 100% was 2048x2048, then 2200x2200 but I'm pretty sure it's doing 2488x2488 with my settings as that's what DCS said after I closed it, until I restarted steamVR again. I'm noticing some weirdness with shadows that I've never experienced before.. wondering if it's because of motion compensation. Hard to describe, like they moved with my screen. I still wish they would've just left the Pro 2's controls in the SteamVR environment.. and I can't speak about motion smoothing vs motion compensation. It seems to have its pros and cons vs my experience with WMR's motion reprojection, I need more time with it but so far aircraft flying by don't appear to be flapping their wings like I've experienced at times. I'm honestly used to running a 60hz refresh rate in the Odyssey and having a smooth 55-60fps experience with no reprojection.. which, was honestly pretty awesome, but, I can actually read the majority of any white characters on the F-16MFD's where they were previously a blur. I still have to zoom in to see the numbers on aircraft the IFF has tagged as red/green and those numbers seem smaller anyway. Anyway.. I think I'm keeping it..hopefully HTC will have improvements in the future, and even if not.. I'm digging the almost non-existent SDE. I catch glimpses of groups of pixels every now and then but find them harder to make out the more I look for them, and who knows what kind of performance increases the vulkan engine might bring towards the end of the year. I need to update my sig btw this is all on a waste of sand z590 11900k build which is what I could grab locally after a mishap with my z370 8700k build that Asus has declared end of life and doesn't seem to be releasing updates for anymore, even though MSI released a chipset driver in December and recently added Rebar to the z370 bios.. i.e. my new build doesn't feature an Asus board. For the understandable hatred the chip gets.. my minimum framerate improved and I think my old build had issues due to the lack of recent driver support. Not to mention I was able to OC this chip higher than the 8700k, and I wasn't about to sit around waiting for a 5900x or 5950x to show up at retail prices nor drop 5 grand on a prebuilt rig even though I wouldn't mind a 3090. If I ever find one at MSRP my build will still be still be significantly less expensive than the prebuilts I was looking at. But my 2080TI is handling the native resolution and maintaining the 45fps minimum. I probably have a little room to turn my settings up afaict.
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I just used my Pro 2 for the first time. I have family stuff to get back to so I had to cut it short. But I'll spend some time with it and share my experience coming from the Samsung Odyssey.
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Oh there's still time for something to go wrong!
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My Pro 2 is out for delivery. Which.. A.) Sunday delivery? Wow. B.) That was fast.
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Well I don't have my pro 2 yet. And honestly with my Odyssey I opted for 60hz and no reprojection for some time now. But I have used it recently so I'll try to keep that in mind. It was last scanned about an hour away, and departed that facility about 4 hours ago. Tracking is showing a scheduled delivery for today, which I'd be surprised as I never see Sunday deliveries. But hey wish me luck. If not I should have it tomorrow at the latest.
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Thought you guys might get a kick out of my temporary LHB mounting solution until the support rods and camera clamps arrive. Honestly I might just leave it like this for awhile rather than rearrange my entire room right away.. I mean I feel like this will work pretty good for a seated experience until I'm motivated to get off my hind end for some VR gaming. I need to do some research but honestly, if SteamVR will let me put a 3rd LHB that isn't facing the other two here for my seated experience.. it would save me the hassle of trying to figure out how to reorient my obutto pit so the monitor isn't blocking the view from the LHB to the furthest headset, as I'm in the corner underneath where the other base station would be. Will have to dig a bit though I'm not sure if that would actually work.
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It's been a while since I've had any issues out of WMR with my Odyssey. Honestly I think in the last few batches of OS builds for windows 10 they decided to put the work in to fix some issues in lieu of their own FS2020 which even the steam edition runs natively out of the Mixed Reality portal. I'm not sure exactly when but for several months now WMR has been working perfectly for me. It starts every time. I haven't had to clear environment data. Maybe recenter my seated space here and there but I'm usually good or close enough when I put the headset on. That being said though, WMR has honestly seen a bit of progress since it came along. There have been quite a few bugs that don't seem to exist anymore.
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You don't need Viveport running but you do need Vive Console as there are headset specific features in there such as motion compensation. It runs in the background and doesn't have its own VR environment. I still don't get why they felt like they needed to reinvent the wheel. It still functions through SteamVR just leave it there. These aren't your cosmos headsets trying to do things differently.