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Posted

Does the latest version of steam VR beta support dynamic foveated encoding now? Ahead of the launch of the Steam Frame? 

I tried it with my QP and it appears to work. 

PC specs: 9800x3d - rtx5080 FE - 64GB RAM 6000MHz - 2Tb NVME - (for posts before March 2025: 5800x3d - rtx 4070) - VR headsets Quest Pro (Jan 2024-present; Pico 4 March 2023 - March 2024; Rift s June 2020- present). Maps Afghanistan – Channel – Cold War Germany - Kola - Normandy 2 – Persian Gulf - Sinai - Syria - South Atlantic. Modules BF-109 - FW-190 A8 - F4U - F4E - F5 - F14 - F16 - F86 - I16 - Mig 15 - Mig 21 - Mosquito - P47 - P51 - Spitfire.

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Posted

cool..., thanks!!

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Posted

and was it it more or less effective than the quad views DFR?

7800x3d, 5080, 64GB, PCIE5 SSD - Oculus Pro - Moza (AB9), Virpil (Alpha, CM3, CM1 and CM2), WW (TOP and CP), TM (MFDs, Pendular Rudder), Tek Creations (F18 panel), Total Controls (Apache MFD), Jetseat 

Posted
11 minutes ago, Mr_sukebe said:

and was it it more or less effective than the quad views DFR?

Different. The overall quality of the image was better than I have seen before with Steam VR and perhaps a slight improvement in performance. However this is very subjective and I have not done any benchmarks. I could see a subtle change in in the image as I moved my eye. Almost imperceptible. Most noticeable when viewing one of the menu screens. 

It does work in conjunction with QVFR so there is potential for increased performance and decreased latency when using both. 

VD has foveated encoding but I do not think that this is linked to eye tracking. It would be interesting to see how Steam VR compares with VD now. 

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PC specs: 9800x3d - rtx5080 FE - 64GB RAM 6000MHz - 2Tb NVME - (for posts before March 2025: 5800x3d - rtx 4070) - VR headsets Quest Pro (Jan 2024-present; Pico 4 March 2023 - March 2024; Rift s June 2020- present). Maps Afghanistan – Channel – Cold War Germany - Kola - Normandy 2 – Persian Gulf - Sinai - Syria - South Atlantic. Modules BF-109 - FW-190 A8 - F4U - F4E - F5 - F14 - F16 - F86 - I16 - Mig 15 - Mig 21 - Mosquito - P47 - P51 - Spitfire.

IMG_0114.jpeg

 

Posted

@Qcumber     I have not used steam in ages are you using it with Virtual Desktop or strictly Steam VR been so long. I'll have to look up how to use steam again with DCS. I did update the program.  I currently use Virt Desktop with my quest pro.

Thank s 

J

Ryzen7 5800X3D. 64 gb ram, 6950XT 16gb,  Winwing Orion F18, MFG Crosswind Rudder, 42 inch lg tv, Quest PRO

USN  VF31 F14A  AE2 1985-1989 CV 59 NAS Oceana

IL ANG 183FW/170FS F16C Block 30 Big Mouth 1989-2006 Full time tech Retired E8

 

Posted
2 hours ago, Tomcat388th said:

@Qcumber     I have not used steam in ages are you using it with Virtual Desktop or strictly Steam VR been so long. I'll have to look up how to use steam again with DCS. I did update the program.  I currently use Virt Desktop with my quest pro.

Thank s 

J

Just steam VR Aand the steam link app in the headset. I have tried it a few times in the past and it was always inferior to VD. Now it is very competitive and I think it might actually be a bit better. One issue I have always had with VD is that I can see a black edge when I twist my head very quickly. I don't see this at all with Steam VR. 

In theory the network latency should be better with Steam VR due to the dynamic foveated encoding which should reduced compression artefacts. Well, that's what they claim anyway. 

The only problem I have had do far is that OXRTK does not work alongside QVFR so I just disable OXRTK.

In terms of QVFR and dynamic foveated encoding, I set the foveated size in steam do it is about the same size as that in QVFR. Not sure if this makes much difference but should in theory optimise the network latency!? 

PC specs: 9800x3d - rtx5080 FE - 64GB RAM 6000MHz - 2Tb NVME - (for posts before March 2025: 5800x3d - rtx 4070) - VR headsets Quest Pro (Jan 2024-present; Pico 4 March 2023 - March 2024; Rift s June 2020- present). Maps Afghanistan – Channel – Cold War Germany - Kola - Normandy 2 – Persian Gulf - Sinai - Syria - South Atlantic. Modules BF-109 - FW-190 A8 - F4U - F4E - F5 - F14 - F16 - F86 - I16 - Mig 15 - Mig 21 - Mosquito - P47 - P51 - Spitfire.

IMG_0114.jpeg

 

Posted

Thanks for the info. I figured it out and ran a few flights with the 18. I was pleasantly surprised with how well it ran and like you stated I think in on par with Virtual desktop or real close to it. Need to play around with some settings a bit more 

J

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Ryzen7 5800X3D. 64 gb ram, 6950XT 16gb,  Winwing Orion F18, MFG Crosswind Rudder, 42 inch lg tv, Quest PRO

USN  VF31 F14A  AE2 1985-1989 CV 59 NAS Oceana

IL ANG 183FW/170FS F16C Block 30 Big Mouth 1989-2006 Full time tech Retired E8

 

Posted (edited)
On 11/18/2025 at 12:25 AM, Mr_sukebe said:

and was it it more or less effective than the quad views DFR?

It's technically totally separate from what DFR does. But both should work together to get the best out of it. Foveated encoding does only optimize the streaming video data, by using the limited bandwidth for the much more important foveated area instead of wasting it on the whole image. It does not influence the workload the GPU has to do for rendering the 3D world for both eyes in as high resolution as possible. This is where DFR kicks in, reducing the really needed rendered pixels to a fraction of the full frame. Just a example of my setup, before i could use DFR i needed 35 million pixels rendered for bot eyes, now it's just 8 million. FPS go to the roof, DFR is that one technology that VR really needs to become a standard feature for everyone. DFE is just a optimization in efficiency for wireless headsets doing PCVR, to get more out of it's limitations. It even should have the potential to decrease latency a tiny bit, but this should be tested first.

Edited by RealDCSpilot

i9 13900K @5.5GHz, Z790 Gigabyte Aorus Master, RTX4090 Waterforce, 64 GB DDR5 @5600, PSVR2, Pico 4 Ultra, HOTAS & Rudder: all Virpil with Rhino FFB base made by VPforce, DCS: all modules

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