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Thread: Vive Pre - I've got to be doing something wrong. Anyone else?

  1. #106
    Apparently Frontier support believes it may be an issue with the Native FOV of the Vive. I hope they get this ironed out by the time my Vive gets here.

    https://www.reddit.com/r/EliteDangerous/comments/4f0g0j/possible_confirmation_of_vive_rendering/


    Frontier Support 6 points 14 hours ago

    Don't worry we're on the same page as our PR team and our VR devs - and you're definitely not a pest!
    We're just offering you guys the current workaround here while our tech wizards works on things.


    For the sake of clarity, this isn't so much a bug in ED's code as it is to do with the native FOV of the Vive. Some Aliasing tweaks are on the way though, which should improve things for everyone.

    CMDR Atom


  2. #107
    I think I understand the problem now.

    This image demonstrates it: http://imgur.com/sDJaSfg

    Elite Dangerous is correctly rendering at 1512x1680 (1.4x SS) per eye but due to Vive lens design, the visible area (FOV) in the HMD is only around 720x800 pixels. That was at lowest eye relief (standard configuration), and of course will vary depending on eye relief settings or how far your eye is from the lens.

    Perhaps FDev could give us Vive users an option to render a smaller viewport at higher resolution for the Vive. More supersampling options and anti-aliasing options would be great so that we can dial them in to take full advantage of our video card while getting 90 FPS.

  3. #108
    I think your onto something. I wonder why Elite suffers more than other games though. And why is Oculus so much better as reported. Do they have better lense magnification? Does Oculus cover more of the 1200x1080 area so better visual resolution? If this is the case that is.

  4. #109
    Originally Posted by Gunner Deckard View Post (Source)
    I think your onto something. I wonder why Elite suffers more than other games though. And why is Oculus so much better as reported. Do they have better lense magnification? Does Oculus cover more of the 1200x1080 area so better visual resolution? If this is the case that is.
    AFAIK, Rift CV1 definitely has higher pixel fill rate per degree than Vive. Rift CV1's FOV is also rectangular so it is likely making better use of the visible area on OLED screens.

    FDev might be able to make some tweaks to increase the resolution of the visible area in the Vive and improve SS and AA, but ultimately Vive might be the wrong HMD for ED.

  5. #110
    I don't think there is anything they can do to change the resolution of what the FOV covers in the Vive. Isn't that physically impossible? Sounds like they are going to try and tweak the Image Quality such as better AA SS ext.... I will give it a good go with my setup when I get the Vive try to max out SS. I'm running a I7-4770k @4.4 and 980ti heavily overclocked and 32gig ram. So I have some wiggle room. Really disappointing if its the case that the Vive has limited resolution coverage due to lens magnification. ED should be able to greatly improve the IQ in the Vive I believe they can.

  6. #111
    Originally Posted by Gunner Deckard View Post (Source)
    I don't think there is anything they can do to change the resolution of what the FOV covers in the Vive. Isn't that physically impossible? Sounds like they are going to try and tweak the Image Quality such as better AA SS ext.... I will give it a good go with my setup when I get the Vive try to max out SS. I'm running a I7-4770k @4.4 and 980ti heavily overclocked and 32gig ram. So I have some wiggle room. Really disappointing if its the case that the Vive has limited resolution coverage due to lens magnification. ED should be able to greatly improve the IQ in the Vive I believe they can.
    I believe you are correct. The only other thing I can think of is avoiding rendering what is not visible in Vive's FOV, and put the freed up capacity towards rendering the visible area at higher SS and with more AA.

  7. #112
    Doesn't that image exaggerate the number of lost pixels?
    A correct version would read
    "
    The game renders at 1512x1680, and this is downscaled to 1080x1200 display pixels providing 1.4xSS. Of these, around 720x800 are visible due to the circular FOV created by the Vive lens.
    "

    So the AA pixels are not 'lost', but contribute to better IQ at display resolution. Only the difference between display resolution and the 'visible area' is wasted.

  8. #113
    Originally Posted by ltx View Post (Source)
    I think I understand the problem now.

    This image demonstrates it: http://imgur.com/sDJaSfg

    Elite Dangerous is correctly rendering at 1512x1680 (1.4x SS) per eye but due to Vive lens design, the visible area (FOV) in the HMD is only around 720x800 pixels. That was at lowest eye relief (standard configuration), and of course will vary depending on eye relief settings or how far your eye is from the lens.

    Perhaps FDev could give us Vive users an option to render a smaller viewport at higher resolution for the Vive. More supersampling options and anti-aliasing options would be great so that we can dial them in to take full advantage of our video card while getting 90 FPS.
    Sorry, this doesn't match my test just now. I can see a lot more of the picture than the red circle while wearing the headset normally, and can see most of the intended FOV when squeezing it against my face to compress the foam. I suspect this depends on face shape and other factors, but it's not generally true that it wastes so many rendered pixels.

  9. #114
    Originally Posted by ltx View Post (Source)
    I think I understand the problem now.

    This image demonstrates it: http://imgur.com/sDJaSfg

    Elite Dangerous is correctly rendering at 1512x1680 (1.4x SS) per eye but due to Vive lens design, the visible area (FOV) in the HMD is only around 720x800 pixels. That was at lowest eye relief (standard configuration), and of course will vary depending on eye relief settings or how far your eye is from the lens.
    ...
    If that is all you can see, you should definitely throw away the foam gasket from your Vive. You must have something like very deep-set eyes and/or very prominent brow/cheek bones -- enough so that you can't get close enough to the lens, even with eye relief dialled all the way in.

    For maximum FOV, you want an about 8mm air gap between lens and eye, and that should give you just about the entire rendered circle. (EDIT: some more should come into view on the righ side, if you swivel your eyeballs to look left, and vice versa, because of your pupil offsetting itself from "the sweet spot".)

  10. #115
    Originally Posted by kwx View Post (Source)
    Sorry, this doesn't match my test just now. I can see a lot more of the picture than the red circle while wearing the headset normally, and can see most of the intended FOV when squeezing it against my face to compress the foam. I suspect this depends on face shape and other factors, but it's not generally true that it wastes so many rendered pixels.
    Strange, I can't see the entire FOV even if I take off the foam and press the headset against my face.

    The only way I can see to the edge of the OLED screen is if i remove the foam and look up at the lens from an angle below the sweet spot.

    Are you able to actually see the legs of your avatar while looking straight??

    Either way, it would be great to have an option not to render outside of the visible FOV. HMD users with deep set eyes or ones that have eye relief turned up wouldn't see the entire viewport.

    Update: this is what I see with one eye if I press the headset really hard against my face compressing the foam: http://i.imgur.com/IuJJfKi.png

  11. #116
    Originally Posted by kwx View Post (Source)
    Sorry, this doesn't match my test just now. I can see a lot more of the picture than the red circle while wearing the headset normally, and can see most of the intended FOV when squeezing it against my face to compress the foam. I suspect this depends on face shape and other factors, but it's not generally true that it wastes so many rendered pixels.
    Did you close one of your eyes when you did the test of what you could see? With both eyes open you could see much larger horizontal area but that's coming from using both screens.

  12. #117
    1st I was going to get the vive cause i dont want to give my money to facebook. But after all this issue i think i'll get the rift. Frontier is known to be very very long to fix bug.

  13. #118
    Originally Posted by Ourg View Post (Source)
    1st I was going to get the vive cause i dont want to give my money to facebook. But after all this issue i think i'll get the rift. Frontier is known to be very very long to fix bug.
    If ED is your only reason to buy into VR, get a Rift. But understand by the time you get that Rift (July) it will be an issue of the past.
    --
    1700+ hours put in means I will speak my mind.
    --
    CMDR Heavenly Hammer
    HTC Vive VR @ 4/7/16 | Oculus Rift @ 9/20/16
    32" 21:9 + i7 6700K + 1080Ti Black + 32GB RAM + CH Stick, Throttle & Pedals
    My Shipyard: Sidewinder, Eagle, iEagle, Adder, Viper 3, Cobra 3, Cobra 4, 2x iCourier, DbX, Vulture, AspS, AspX, 6x FDS, FAS, iClipper, 2x FDL, FGS, Python, Beluga, Conda, Corvette, 2x iCutter
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  14. #119
    Originally Posted by Heavenly-Hammer View Post (Source)
    If ED is your only reason to buy into VR, get a Rift. But understand by the time you get that Rift (July) it will be an issue of the past.
    Vive will be here next week. No reason to jump ship. And I can press SS for better quality with my system till FD comes up with better solutions.

  15. #120
    Originally Posted by Gunner Deckard View Post (Source)
    Vive will be here next week. No reason to jump ship. And I can press SS for better quality with my system till FD comes up with better solutions.
    I was talking to him, as he presumably not ordered anything yet. If ED is someone's only reason to get VR and they can get it soon, the Rift will offer the fastest path to a good experience. If he can't get it like this month, better to get s Vive.
    --
    1700+ hours put in means I will speak my mind.
    --
    CMDR Heavenly Hammer
    HTC Vive VR @ 4/7/16 | Oculus Rift @ 9/20/16
    32" 21:9 + i7 6700K + 1080Ti Black + 32GB RAM + CH Stick, Throttle & Pedals
    My Shipyard: Sidewinder, Eagle, iEagle, Adder, Viper 3, Cobra 3, Cobra 4, 2x iCourier, DbX, Vulture, AspS, AspX, 6x FDS, FAS, iClipper, 2x FDL, FGS, Python, Beluga, Conda, Corvette, 2x iCutter
    Imperial King |Federation Admiral
    Elite Combat Pilot | Elite Trader | Elite Explorer on 2/2/17
    NeoGAFer

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