HTC Vive and Oculus' resolution is not as bad as some make it sound (and not as bad as the resolution numbers indicate)

Using BETA ENGINEERS has reduced quality of text in VR, if I switch the the current game the text is fine in VR. Anyone any ideas about this? The graphics are great it's just the text is a bit blurry in Engineers. I use a GREEN HUD by the way.

Hi bud, I got my Vive delivered yesterday :)

I've only tried the Beta so far and only for a short while, I made the mistake of rushing off to a moon and bailing off a cliff in the SRV (Spinning Rover Vomit ) :x Had to take a break after that !

I really struggled with the saturation and text using the default colours, so I may try the green mod. [up]
 
Using BETA ENGINEERS has reduced quality of text in VR, if I switch the the current game the text is fine in VR. Anyone any ideas about this? The graphics are great it's just the text is a bit blurry in Engineers. I use a GREEN HUD by the way.

Did you make sure to turn off BLUR in the settings? Looks good to me. I also lean back, recenter, then sit normally so everything is closer and easier to read however. Anybody having trouble reading all the text should give it a try, sorted me out and you don't get as much of that shimmering mess. Green HUD mods work well too but I think I'm already horribly nostalgic about the orange...
 
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Personally I use a Blue HUD.

For some reason, and it has already been mentioned by others, the default orange just doesn't work well in VR. Anyone has any idea about this?

Maybe it has something to do with ambient lighting (stars and whatnot) reflections from the environment (such as planetary surfaces), or some other factor.

Blue HUD works great, EXCEPT on Icy Bodies :p Can barely see anything then with ice in the background, haha.
 
The issue isn't as much VR screen resolution, the problem is that even the latest GFX card hardware can't drive much greater resolutions at 90+ Hz to each eye. Until we get proper SLI support for VR then that will be the bottleneck.
 
As others have said the resolution is not the problem but the graphic issues. The main one for me is not the text or the jaggies but the shimmer of black that swims over every straight edge in the game. That for me is what makes the difference between being able to play my DK2 for hours without issue and my Vive for no more then about 20 minutes. As stated load up one of the sceens of Elite for the waiting VR space and you can see what it should be looking close to. That shows what the resolution is able to do.
 
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I've had my Vive going on a month now, and I agree with the majority of posters here that what's holding back VR is processing power (CPU/GPU) and possibly software software limitations not the screen resolution. I've seen enough with my Vive to know that it can render excellent VR images with it's current resolution. Would higher resolution be better? Sure, but you don't need to go to higher resolutions to get a good immersive experience.

ED does currently suffer from some nasty aliasing effects on objects with straight lines (e.g. stations), but that's what anti-aliasing techniques are for. Better anti-aliasing can come from better software or more GPU power, you don't need higher resolution in the headset to improve the image quality substatially from where it stands now.
 
Did you make sure to turn off BLUR in the settings? Looks good to me. I also lean back, recenter, then sit normally so everything is closer and easier to read however. Anybody having trouble reading all the text should give it a try, sorted me out and you don't get as much of that shimmering mess. Green HUD mods work well too but I think I'm already horribly nostalgic about the orange...

Yes my BLUR is off, I have mimicked the settings from 2.0 over to 2.1 so I can't understand why the text is fine in Horizons 2.0 but in Engineers it's not so great. The text on screens inside the cockpit seem fine it's the text outside the window that's become worse and the text in the galaxy map, the small radar has suffered a quality loss as well, may be tomorrow's upgrade will sort it out??? Blue HUD is good, I tried the orange again the other day but after 10 mins I went back to green!
 
Hi DK2 users with blurry text, I have tried to list here what I did to sort this in more depth, thanks to thafred and a bit of messing about.


DO NOT DELETE your latest Oculus SDK Runtime!
1) https://developer.oculus.com/downloads/ will take you to the Oculus downloads page.
2) Select Oculus SDK for Windows V1.4.0 by hitting DETAILS
3) DOWNLOAD 1.4
4) When its finished find the OCULUS DEBUG TOOL.exe on your machine in DOWNLOADS > ovr_sdk_win_1.4.0_public > OculusSDK > Tools
5) Run it
6) Change PIXELS PER DISPLAY PIXEL OVERRIDE to 1.5 hit ENTER (Perhaps pin this to your task bar?)
7) Run ED Launcher as normal
Now I had lots of juddering when ED was loaded but CLOSE the DeBug Tool Window and it clears the judder, perfect text again!!!
I think you can close the ODBT as soon as ED even starts to load.
I notice my Blue Light is out on the sensor when the ODBT is running but comes on when you close it. Blue light on Headset is on all the time.

To run:-
After computer start-up and switching your Oculus on (Orange light) click the Oculus Debug Tool you've pinned to your task bar first.
Enter a value in the Pixels Per Display field (I've settled on 1.75 with my GFX980 card) but experiment with values. Any higher and I get juddering.
Run ED from it's launcher as normal, mine auto loads my Oculus SDK software.
When the START screen appears it's juddery for me, close the Debug Tool down, the juddering stops.
Play with superb graphics!

PS - I use a Green HUD, nice text but the Engineers Photos are a funny colour!!!!

If any of the above needs a tweak please say so.​




 
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You want Higher resolution VR? it's already being done, this one uses 2 quad HD 5.5 inch panels. for a 210 degree field of view. However I'd love to see a single graphics card on the market push out some of the games as well as we do on the vive or rift.

http://www.starvr.com/

The Starvr is already being set up for use at a commercial level. As for us lowly home gamers, the computer and gpu to drive that resolution is not so near if history is any indication.

As to the original post, standard 2k (2048x1080) is already here in the Rift and Vive, but if you mean per eye as these displays split that resolution, then that is double or 4k native split in two and 4k split is 8k native. I would think given where we are that 4k native is a couple of years out at least and 8k more. After all they don't want to give us all that Rosewell alien tech at once. They would have nothing left to sell us, lol

It is likely that things like DX12 and VR SLI will be adopted to alleviate the 4k barrier. So within the next couple of years, the timeline for 4k native resolution in an HMD for us will likely be based on how long it takes game developers to write to this and when the market has enough VR users with the hardware to make them do so.
 
I have had my Vive for about a month now, and I simply can't stop playing it. It's one of those experiences that you cannot understand unless you put it on yourself.

A lot of people seem to want higher resolution on the Vive, and many state that they will "wait" until the "2K or 4K" versions are available.

Here's what I have to tell you: It will be at least a couple of years before we have 2K or 4K on either headset. It's brand new technology, and as such it will take a good while before the 2nd or 3rd gen iterations are even feasible. Think about it. If these ones cost $600-$800, how much do you think a 2K or 4K will cost? The first step in advancing the technology is making these affordable so that more people adopt them. The more people that adopt these, the cheaper they will be to produce, and the cheaper future generations will cost, and so on.

IF you really want to see those 2K and 4K versions, and you are able to afford it, don't hold back. Buy one or the other right now. Asides from the fact that I guarantee you will not regret it (as will all others that own it, you will NOT regret it and you WILL be blown away), you will be supporting the industry.
No matter how good the technology is, no matter how innovative it is, in the end its up to us consumers to either drive it forward, or let it die. If enough of us don't adopt this new technology, the companies that make it will deem it not worth the investment and kill it.

Now, is the resolution on these really that bad? Since I have the HTC Vive, let's take a look at the Tutorial and The Lab.

First, the tutorial. The tutorial for the Vive is a simple program that teaches you everything you need to know about using the Vive. The visuals on the tutorial are outstanding. Those with the Vive would know what I am talking about. The details on the robot, the balloons, and everything else is simply brilliant. As far as I can tell, there is no aliasing to be seen either.

Now, let's look at The Lab. Even the cartoony minigames have good visuals (subjectively) and aliasing is kept to a minimum if at all. For example, Robot Repair puts you in the shoes of a robot repair engineer. When the robot comes apart, the attention to detail is pretty impressive. Again, there is no, or very little aliasing.

To make this short: The resolution on the Vive and Oculus is actually very good for the size of the screens. In the end, it's about how good the developers are at making the games for it. As developers get better at making new rendering techniques, games will also get much better and crisper for our VR Headsets.

Valve's The Lab is a very, very good demonstration of the potential of the HTC Vive and the kind of quality you can achieve if games are made correctly.

Lastly, let's not forget the term "DPI" (dots per inch). Smaller screens with lower resolution can sometimes look better than bigger screens with higher resolution due to the distance between the pixels. On smaller screens, dots, or pixels are closer together, which helps the screen look sharper.

For example, compare a 1920x1080 5" phone screen with a 1920x1080 65" TV (like the one in my living room). The difference is obvious.

Thoughts?


I have an Oculus DK2 which I bought many months ago (18 or so), my finger hovered over the PURCHASE button for a few moments before I looked away and pressed it to spend nearly 400GBP on what was after all a Development Kit in the full knowledge that a CV1 was coming sooner or later, I agonized for a week or two as to whether I should wait for the CV1 or buy a unit that was almost certainly only going to work for a limited period of time.
Well, I'm glad I pressed that button as I have had hours of enjoyment piloting what is almost my own spaceship in ED, with the Oculus Rift you are IN the spaceship looking out of a window with space clearly beyond the window in front of you, You are IN the game (simulation). You don't drive a car looking straight forward in 2D (some do I know, lol) but the 3D VR experience in ED is what keeps me playing, I've tried playing flat screen but after a couple of minutes I loose interest and go back to my goggles.
The way I look at it is that if I had waited for CV1 I would have deprived myself of hours and hours of truly amazing gameplay. The 400GBP 'investment' has been worth every penny and of course it's still working!
All this said, the forums, and some of the brains of the people posting things on forums, is an invaluable, oculus and ED no longer support DK2, which means they can't help you with trouble not "it won't work anymore" as I first feared, there are some very clever people out there who do help and keep things working, the most recent being a fix for the poor text quality in the latest 2.1 Engineers release of ED. I spent 3-4 hours last night immersed in Elite Dangerous with great quality graphics, clear text, amazing planet surfaces with high detail. Once you've flown through a canyon in 3D, banking the corners and being able to look all around to see the vistas that pass you, you'll be hooked. VR is in it's infancy just think where it could go? Red Dwarf with Total Immersion is coming!
 
Late to the party, yay!

From my understanding, the issue is more along the lines of the connection capabilities over cable to the device that is one of the greater factors in limitation for higher resolutions.

4K (2K per eye) VR is virtually upon us. i.e. Star VR and PIMAX
There are elements in games that aren't really that necessary in games, that if turned off or reduced, lighten the load of the GPU.

Plus the GTX1080 - Titan X Pascal could potentially drive on of these headsets, give adjustments in game settings and the above adjustments as well.

Though, at this time, the VR headset would need to go out one of the card's Displayports, as the HDMI spec is not yet good enough to surpass 60Hz

So, while not impossible, with a good PC and good GPU, a 2016 could potentially drive a 4K VR, yet, obviously not with much strength.

Sure, the VR experience is awesome, and one come argue that one wouldn't notice the so-called resolution deficiencies of the current gen of VR headsets. Though with your eyes an inch away from those small screens, it's still possible, without too much difficulty, to spot out the actual pixels in the display (as was my experience).

I really want VR, but I'm still not convinced that the quality is good enough to drop the cash on it yet.
 
I really want VR, but I'm still not convinced that the quality is good enough to drop the cash on it yet.
Oh hell, that's nothing to what I forked out on my first PC, mostly to play MS FLTSIM at SVGA resolution (800x600, 16 colors). And that was in 1989 dollars!
 
I really want VR, but I'm still not convinced that the quality is good enough to drop the cash on it yet.

Well it is true, that the resolution could be better. I run the CV1 on a gtx980 and I get pretty good results. Of course if you focus on it, you can see the pixels, but in the heat of a CQC match that is the least of your concerns. And of course a good game is not measured just by its graphics, just look at the first Elite... I still play it sometimes, and enjoy it despite of the lack of textures, resolution etc.

All in all you may be right to wait a bit, who knows, there's a Chinese 4k headset floating around... I just didn't have the patience. :) But I must tell you man, CV1 was worth every cent.
 
:) But I must tell you man, CV1 was worth every cent.

Totally agree, undoubtedly the coolest 'toy' I've ever bought.

When I'm totally immersed in Elite or Apollo 11 VR, I don't notice god rays or jaggies (or even my kids trying to tell me they're hungry). It's just awesome.
 
Again, the difficulty is in describing the experience to people who have not tried it for themselves. It's impossible.

The tech isn't perfect, but it doesn't have to be. The overall experience far outweighs the limitations.

But you simply won't know in what exact way, until you put it on yourself.

This is so true. I've changed the way I see Elite since playing it in VR. Now you really do "fly" the ship. Dogfighting a Viper IV through ice rings is just incredible.
Sure sometimes I have to lean forward in the chair to distinguish a 6 and an 8, but after a while it just becomes second nature, because you CAN lean forward and the displays get closer and clearer, just like they would in real life.

I have no regrets about buying the CV1, and when the tech gets upgraded in a few years, I will have no regrets about scrapping it and replacing it with a better option. I'm already looking to pre-order the Playstation VR and Neo, as gaming is going to a whole different level in the next few years...
 
I just arrived at Sagittarius A yesterday. This is a sight to behold in VR. Having played ED on the CV1 for about 4 months now I find I don't really notice the reduced graphics like I did before and the experience is still amazing. Being on such a long "walkabout", I have seen all sorts of gorgeous planets and vistas with many more to come.
I am sure the anti-aliasing will only get better if Assetto Corsa and IRacing (just updated yesterday and improved quite a bit) are any indication.
This is the generation we will be playing with for a couple of years and I am sure as Ed and others spend more time with the hardware it will only get better. It is a great time to be a gamer.
 
I just arrived at Sagittarius A yesterday. This is a sight to behold in VR. Having played ED on the CV1 for about 4 months now I find I don't really notice the reduced graphics like I did before and the experience is still amazing. Being on such a long "walkabout", I have seen all sorts of gorgeous planets and vistas with many more to come.
I am sure the anti-aliasing will only get better if Assetto Corsa and IRacing (just updated yesterday and improved quite a bit) are any indication.
This is the generation we will be playing with for a couple of years and I am sure as Ed and others spend more time with the hardware it will only get better. It is a great time to be a gamer.

Absolutely. I run it on stock 6600K (3900 MHz) and gtx 980 downclocked, cause EVGA :) I have increased pixel density with the debug tool already, I'll see in the weekend if I can overclock the CPU and RAM for more smoothness :)
 
You want Higher resolution VR? it's already being done, this one uses 2 quad HD 5.5 inch panels. for a 210 degree field of view. However I'd love to see a single graphics card on the market push out some of the games as well as we do on the vive or rift.

http://www.starvr.com/



WOW, they are finally getting there!
2560x1440 per eye!!!!
These higher resolution models look to be the ones to possibly get.
 
WOW, they are finally getting there!
2560x1440 per eye!!!!
These higher resolution models look to be the ones to possibly get.

Well, it seems that you'll have to have an atomic reactor in your computer case to run it smoothly though.
 
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