Do you really get lower fps witgh the Vive compared to Rift?

Do you really get lower fps with the Vive compared to Rift?

If you use identical setup, does the rift give you a smoother and higher fps performance than the vive with SS?

Thanks.
 
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No, the Rift is just better at masking lower performance with its ASW. It still has it's issues, after all nothing comes without a downside right? ASW does introduce some minor graphical bugs when its active for example.
 
No, the Rift is just better at masking lower performance with its ASW. It still has it's issues, after all nothing comes without a downside right? ASW does introduce some minor graphical bugs when its active for example.

So, you can get 90 fps on the same terms on both setups?
 
I wouldn't see why not, they're both same resolution etc. The only difference is how each device handles supersampling and scaling up frame rates to 90FPS when they dip below a certain threshold. My understanding is that currently the Rift handles this better than SteamVR.

I'm not sure if you use VR at the moment, but an estimate to base what FPS you would get on your current rig in VR would be to halve your current frame rates at least. So if you maintain 180FPS at all times in Elite on a 2D display you'll maintain 90FPS in VR, if not you would have to rely on Oculus ASW or the SteamVR equivlent in some areas.
 
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FYI, IMHO, It's been my understanding that direct Rift connection has better performance than via Steam for either the Rift OR the Vive.

And for all my games that support both, the Rift drivers have always been more efficient than the Vive.
 
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I have both and difference in fps was immediately obvious.

Both have an implementation for asynchronously generating frames, this is a gpu feature not a vr.

With the similar reprojection on both. I see my rift achieve 90fps a lot of places, it only truly dips in res's and some busy stations.

The vive would not exit out if its reprojecting state.
In short every other frame was artificial ALL THE TIME, even in supercruise it would start throttling if you get close enough to anything.
 
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I have both and difference in fps was immediately obvious.

Both have an implementation for asynchronously generating frames, this is a gpu feature not a vr.

With the similar reprojection on both. I see my rift achieve 90fps a lot of places, it only truly dips in res's and some busy stations.

The vive would not exit out if its reprojecting state.
In short every other frame was artificial ALL THE TIME, even in supercruise it would start throttling if you get close enough to anything.

I use to have that issue on the Vive but when steamVR started to support Async Reprojection that issue went away. Now it only dips into the 80fps range in RES and busy stations.
 
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