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Hi. I've been feeling like buying a VR headset, and wanted to test my current PC build if it can push the pixels it requires. So I've googled "htc vice resolution" and this was on the screen:

2160×1200

1080×1200 per eye

 

I know only one dimension multiplies there, since it only has two viewports and the vertical space stays the same. But I'm confused if the GPU actually renders at 2160x1200, or 2160x2400. It seems like it renders 2160x2400 because I've heard from a streamer that one eye can see an enemy aircraft, while one is obscured by cockpit framing, hinting the displays are actually different rather than completely overlapping.

 

As for what I'm trying to accomplish, I'm trying to play the game, rendered in my monitor, using the HMD's resolution, and simulate pixel density by applying SSAA, and monitor the framerate & responsivity. That's why I'm so eager to know how many pixels the GPU is actually rendering to drive a VR headset. Also please let me know if you notice a discrepancy in my test that will render it invalid.

 

I wish you all a great evening/morning and thank you beforehand for your assistance. Thanks a lot!

Posted

1. Your GPU always renders two completely seperate viewports. Even if they would completely overlap, it would still be a different perspective.

2. Your GPU would render two viewports, 1080*1200 each, so 2160×1200 pixels total, BUT...

3. ... this are theoretical values only, since the actual render resoulution might be slightly higher or lower depending on the API, also you cannot compare performance to running on a monitor, since for VR two seperate viewports gets rendered, with their own geometry pass, shading etc. So it's more demanding than just pushing the required amount of pixels.

4. Best would be to search in this forum what performance other users get with simialr systems to yours

My improved* wishlist after a decade with DCS ⭐⭐⭐⭐🌟

*now with 17% more wishes compared to the original

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