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Posted

Oh, this could be interesting. So far, I was mostly happy with Steam VR. 

I hope for a better WMR implementation without the need for an additional program.

Posted
19 hours ago, Eugel said:

I hope for a better WMR implementation without the need for an additional program

You do realize that the "additional program" in your story is SteamVR. 

WMR, Oculus, Varjo... can all be used without SteamVR though the use of OpenXR, and that cuts off the "additional program". But you still need to have the base system running (Mixed Reality Portal, Oculus Link, Varjo Base). There isn't really a way around that.

Some base systems are more lightweight than others, but in all situations, SteamVR is the extra overhead (though the definition of "extra" is actually up to interpretation, since it provides some of the features that the base system doesn't offer).

I wasn't banned, but this account is mostly inactive and not monitored.

Posted
1 hour ago, mbucchia said:

You do realize that the "additional program" in your story is SteamVR. 

WMR, Oculus, Varjo... can all be used without SteamVR though the use of OpenXR, and that cuts off the "additional program". But you still need to have the base system running (Mixed Reality Portal, Oculus Link, Varjo Base). There isn't really a way around that.

Some base systems are more lightweight than others, but in all situations, SteamVR is the extra overhead (though the definition of "extra" is actually up to interpretation, since it provides some of the features that the base system doesn't offer).

No, not Steam VR, I mean "WMR for Steam VR", so Steam VR can communicate with the WMR software. 

Posted (edited)
13 minutes ago, Eugel said:

No, not Steam VR, I mean "WMR for Steam VR", so Steam VR can communicate with the WMR software. 

That's just a backend driver, every headset has that too. Some get installed via Steam and are more visible (WMR, Vive, Pico), some are installed as part of the relevant platform (Oculus, Varjo, Pimax) so it looks like they don't exist, but they do!!

In any case, it's a mandatory driver layer, SteamVR cannot do anything without it, regardless of whether it's WMR or not.

In the case of WMR, that WMR for SteamVR driver is a simple bridge to WMR lower-level interface (aka Windows.Graphics.Holographic). At its best, its pretty lightweight (if the game does not submit any 2D UI for example) however at its worst it has to perform additional composition (if there are 2D UI or if using motion reprojection). But that is unavoidable, even the OpenXR for WMR layer has to do that.

Edited by mbucchia

I wasn't banned, but this account is mostly inactive and not monitored.

Posted

Seems like steam vr 2.0 is mostly about social stuff. I don't surf steam looking for games in vr. I only use steam vr so I can play games.  Unless 2.0 gives a noticeable improvement in performance and stability. I don't care.

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Posted (edited)
On 9/26/2023 at 3:44 AM, dburne said:

https://www.roadtovr.com/valve-launches-steamvr-2-0-beta/

Who wants to take a shot at it first?

:happy:

I'm still using my Index, so I played around with it a bit.  Looks slick, the UI changes are very nice.

Performance-wise it's hard to tell if the update helped improve anything or if just placebo effect. 

There were updates listed to OpenXR on the last SteamVR patch. I feel like Multi-thread performance improved. Less stutters and pauses loading and in game.  Over all the last update looks and feels better.

I'm also hoping this is the lead-in for a new Valve HMD announcement. 

Edited by Hartsblade
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