New Vive Pro Eye announced

Smart move, even my 2080Ti struggles to run my Vive Pro with sufficient levels of supersampling to do the physical resolution real justice.

The next generation of GPUs with their nominal 30% increase are still going to have their work cut out for them to run the Vive Pro with decent levels of full frame supersampling .

Foveated rendering will eliminate a substantial amount of the frametime budget currently consumed by the existing full frame supersample and enable high resolution HMDs to shine at their native refresh rates.

It is a needed evolution away from fake frame voodoo because the artifacts that introduces are not conducive to a truly immersive experience.
 
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Lets see... The Vive Pro is $1300 for a full set... Whats the odds of this being cheaper, or even affordable by most...

It's basically a Vive Pro with a Tobii EyeX embedded into it, so I'm expecting around $1500. I think I'll wait for the price drop.

Edit: Does the Vive Pro work with SLI'd graphics cards? if it does, this new Vive is a non-starter because it will be cheaper to buy a normal Vive and a pair of 1080Ti's, and crank up supersampling to max.
 
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It's basically a Vive Pro with a Tobii EyeX embedded into it, so I'm expecting around $1500. I think I'll wait for the price drop.

Edit: Does the Vive Pro work with SLI'd graphics cards? if it does, this new Vive is a non-starter because it will be cheaper to buy a normal Vive and a pair of 1080Ti's, and crank up supersampling to max.

I think it's up to game devs if a game supports SLI/Crossfire. ED doesn't support either.
 
From what I understand this new one is supposed to be shipping with foveated rendering support to go along with the eye tracking. However with so little detail on it yet and some rather vague taglines, it's hard to know for sure what it'll be capable off doing at the moment.
 
The big question is the same question as last year.

Did they upgrade the lenses yet ?

Kind of pointless to add eye tracking to the HMD with the narrowest field of focus in existence so if you do actually look anywhere besides straight forward you want see anything clearly anyway.
 
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Edit: Does the Vive Pro work with SLI'd graphics cards? if it does, this new Vive is a non-starter because it will be cheaper to buy a normal Vive and a pair of 1080Ti's, and crank up supersampling to max.

I think it's up to game devs if a game supports SLI/Crossfire. ED doesn't support either.


I don't think any of the VR headsets support SLI yet. Would be a huge performance jump if we could dedicate a card to each eye.
 
The big question is the same question as last year.

Did they upgrade the lenses yet ?

Kind of pointless to add eye tracking to the HMD with the narrowest field of focus in existence so if you do actually look anywhere besides straight forward you want see anything clearly anyway.

Yeah very true. It would be some sort of insanity for them to sell the Eye Pro with the same rubbish fresnels as the Pro, especially given the success of the communitys GearVR lens mod and subsequent distortion profiles.

Of course i would not even be a little bit surprised if they did [woah]
 
And unlike last year Pimax is demoing the oled version of their 5k with more resolution and significantly higher fov on the same floor.

With eye tracking, and hand tracking, and improved controllers.

HTC wants how much again?

Seriously, think this could be the last year for HTC.
 

What I want to know is what kind of resources it takes to run this. The promise has always been that it will reduced the need for an uber computer to run at Ultra resolutions. I find it interesting that the image is much clearer. This implies that the settings are set very high with AA and other things so it may still need an uber GPU but at least you get an excellent picture. This would be an acceptable trade off.
 
Hey All,

Was wondering with this tech maybe some of you VR gurus may know.

Say you have the room tracking setup to track your head movement, and then in the new Vive Pro Eye you have the eye tracking enabled. How will the game handle this? I kinda see it like having a TrackIR and a Tobii Eye tracker enabled at the same time, but maybe I am missing something. I don't have both to try myself, but was curious if it will be a situation where you can only choose one or the other, or will specific things like the menus in ED only use the eye movement, or would it work seamlessly with both (which is what I am hoping to give a more natural experience).

Thoughts?

Cheers, AD
 
...or would it work seamlessly with both (which is what I am hoping to give a more natural experience).

This should be it. The head position/orientation informs what slice of the world to render, and the eyetracking what part of that slice to emphasise (be it in terms of interaction focus, or graphical adaptions.

That said: I wouldn't expect anything to happen automagically - the game would need to actively make use of the feature. E.g. our current highlighting of targets, based on where your nose is pointing, should be greatly enhanced by eyetracking, but it won't happen if FDev does not implement it, unless one *can* in fact do the sort of thing you suggest, with the eyetracker doing a bit of "mouse emulation" on the rendered, HMD-oriented, view, independently.

Things like foveated rendering should also take engine and game integration, unless NVidia can somehow go in and override what games' shaders do, driver level (recompiling them, modified to force things like variable rate shading, and filling in the blanks, behind the back of the game), which I am not holding my breath for.

We'll see... (EDIT: I won't be holding my breath for FDev to go out of their way with anything VR, either, but would love to be pleasantly surprised (EDIT2: brute forcing can only take you so far, after all)) :7
 
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Hey All,

Was wondering with this tech maybe some of you VR gurus may know.

Say you have the room tracking setup to track your head movement, and then in the new Vive Pro Eye you have the eye tracking enabled. How will the game handle this? I kinda see it like having a TrackIR and a Tobii Eye tracker enabled at the same time, but maybe I am missing something. I don't have both to try myself, but was curious if it will be a situation where you can only choose one or the other, or will specific things like the menus in ED only use the eye movement, or would it work seamlessly with both (which is what I am hoping to give a more natural experience).

Thoughts?

Cheers, AD

It really depends on how much effort the developers are willing to put into the implementation.

They could simply continue to submit the rectilinear texture to the VR api frame buffer at the required render resolution.

The api will perform the necessary foveated scaling and distortion in its intermediate frame buffer and subsequently present the composited frame to the device.

On the flip side if the application is performing any of its own native anti aliasing it could potentially query the eye tracking focal area from the VR api and run the anti aliasing algorithm on a much smaller area of the rectilinear texture before it submits to the VR frame buffer - thus reducing its time to buffer.

Given that the frametime budget for 90hz rendering is only 11.1 milliseconds, any savings (however small) are of great value to the render pipeline.
 
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this could be a game changer, really. having "focused rendering" could potentially reduce system reqs dramatically... that said I'm waiting for an hmd to put it all together properly. :p
 
If developers did vr correctly you can assign a GPU per eye in a SLI configuration.

A 2080ti per eye would have no issues supersampling at very high resolutions.

They don't, so we get stuck with minimal boost in some games performance in VR using sli.

Elite actually run worses in VR with sli. Sli works for normal play not Vr
 
Any updates on support for HMD eye tracking and foveated render optimizations in E:D?
Ah yes, future any VR optimisations in the game whose next major update will not have VR support "at launch"... :/

As for driver-level: Pimax's options, for one, have offered NVidia's VRS supposedly forcing "fixed" foveated rendering on several games for quite some time, provided one have a 20x0 series graphics card, resulting in some 30% frame rate improvement, and that is claimed to be working well dynamically, when the eyetracking add-on module for Pimax headsets releases in the next few months.

Of course... For Pimax and other headsets with canted screens, that is nothing next to the work savings that could be had by FDev making Elite render canted game cameras.
 
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