squid1 Posted November 2, 2019 Posted November 2, 2019 (edited) Using legacy reprojection unlocked like 45 frames / second for me on IL2 sturmovik. Without Legacy repro, I was capped at 45 fps, but it was generally smooth. When I turned on Legacy Repro, I was able to unlock up to 90 FPS, but made it super juttery when i turned too fast which was basically unplayable. havent tried it on DCS, I would imagine it is similar? Could this be related to updated throttling logic from steamvr 1.7? Improved throttling logic when motion smoothing is enabled. Previously, throttling and prediction were locked together when motion smoothing is enabled. Last week throttling was temporarily disabled for cpu bound applications to help with No Man’s Sky, but made some other experiences worse (e.g. DCS World). This update allows throttling to back off of the prediction level based on the current average gpu performance. A typical example is when an app can render at half-rate (i.e. each rendered frame takes more than a single frame to finish, but less than two), but spends an extra frame on the cpu performing the draw calls, etc. This makes each of those frames a total of three frame latent, but can still deliver a new frame every other vsync interval. Note: This only applies to Lighthouse based hmds (e.g. Vive, Index) since most other headsets (e.g. Rift, WMR) use their own compositor and associated logic for throttling and prediction. how have you experienced legacy reprojection in SteamVR with DCS, and what headsets are you using? The non-lighthouse HMDs seem to sidestep Valve compositor, so might avoid any issues with the reprojection messing with their frames. I'd like to hear from all users about this. Edited November 2, 2019 by squid1 [sIGPIC][/sIGPIC] Saitek x45 Hotas Canadian!
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