HTC Vive resolution and  focus

Ok thanks. That's something to look forward to later at Least!

Does anyone else think that the scale issue is combining with the already fewer number of pixels per degree of visual angle might be the cause of the perceived difference between vive and rift? And that by fixing scale alone might bring them much closer?

An image painted pixel-wise across a 'larger' angular degree sector, because fewer pixels per degree, would make things look larger on the Vive than the Rift, not the other way around.

Aside from just FOV we don't know the relative optics between the two in great detail. Sure, one uses Fresnel lenses and the other uses modified Fresnel lenses to spread the small screen images over their FOV, but what's the nodal point of the virtual image? What's the effective view distance of that nodal point? Etc.

I think I read that the two are mapping things slightly differently. e.g. if you were to put your eye point at the center of a virtual sphere with latitude and longitude lines, then project those lines forward to the actual pixels that need to best generate that visual effect to the eyeball...it wouldn't be the same pixel on each screen(and not just a scaled version from one to the other). Maybe one unit has the two screens mounted coplanar while in the other they're slightly off of coplanarity, for example (haven't seen a side by side teardown).

I do use the RenderTarget switch at 1.8 and in-game at 0.75. It definitely helps with the text clarity. Using AMD I've turned on the morphological anti-aliasing option which is a kind of full-screen softener postprocessor pass and that helps with edge jaggies *a little*. The workload on the card (Fury, non-X) is pretty tough though and does require reprojection especially in stations with screen overlays. The depth of field to me is the biggest issue - all the cockpit holographic UI (especially the central 'aim dot') are way too close...and no I can't just lean in and re-center then lean back because then my "shoulders" (the pilot solid) get in the way annoyingly when I turn my head (and I clip through the seat looking 'up'). The pilot does look exagerratedly perspective-shrunk if I look down at "myself", and that's without jacking with the FOV slider to get it out of range, either. Contrasting other Vive titles like Steam's The Lab (especially the calibration cube one for example) I can see how good detailed moving graphics (all the crates and such tumbling, all the asplodey stuff) *can* look on the Vive even given the pixel limit, and I have to agree with others that Elite isn't at that limit right now. There's definitely things that need fixing.

I can play, and won't throw a tantrum and claim it's ruining my life. Sometimes 3440x1440 is more desirable anyway...although it's ironic I can run that rez with all eye candy turned way up but have difficulties with about the same rez (effective, 2 eye render) the Vive but have to kill ambient occlusion and turn shadow and reflection quality way down. But I do want Frontier to keep they eye on the ball and get a true render fix implemented when they can, so happy to do my part to keep this thread bumped.
 
I had enough last night and unplugged my Vive and plugged my old DK2 back in. What a huge difference! The world all of a sudden looks life size. I can run supersampling through the debug tool and crank the graphics options too since it’s only 1080p at 60hz.

Sure the DK2 has pretty bad screendoor and is very uncomfortable now that all the foam padding has lost its comfy factor but it is still a much better experience than the Vive. Virtually no jaggies, true life scale and smooth as.

The scale issue has been recorded as a minor bug but I liken it to playing on a monitor but only being able to play in a window that’s 75% of the size of your desktop. Except in VR it’s like you’re in this almost real size world but your brain is constantly telling you that something isn’t right.

Here’s hoping to FDev sorting this out for 2.2, they took their time and didn’t communicate when there was the uproar over Oculus 1.3 integration but they did deliver and deliver well. I hope it’s the same this time round.
 
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I don't understand that, the VIVE scale feels perfect to me, how do you know the DK2 simply isn't enlarging everything?

I never get the sense that everything is too small, it feels comparable to my monitor to be honest except I can look around.
 
there is a simple test. Sit in a station using the normal (non VR) view and look at the length of the station. Compare that to the HTC Vive view....
From the cockpit, my Corvette only looks about 10 feet long.
 
I had enough last night and unplugged my Vive and plugged my old DK2 back in. What a huge difference! The world all of a sudden looks life size. I can run supersampling through the debug tool and crank the graphics options too since it’s only 1080p at 60hz.

Sure the DK2 has pretty bad screendoor and is very uncomfortable now that all the foam padding has lost its comfy factor but it is still a much better experience than the Vive. Virtually no jaggies, true life scale and smooth as.

The scale issue has been recorded as a minor bug but I liken it to playing on a monitor but only being able to play in a window that’s 75% of the size of your desktop. Except in VR it’s like you’re in this almost real size world but your brain is constantly telling you that something isn’t right.

Here’s hoping to FDev sorting this out for 2.2, they took their time and didn’t communicate when there was the uproar over Oculus 1.3 integration but they did deliver and deliver well. I hope it’s the same this time round.

Funny thing, For me its is the opposite. In the DK2 everything looked really small, my pilot and his chair was the size for a 10 year old, and I was sitting in a toy ship, and the stars looked like they were only 12 feet away and space was just projected onto a ball. However both the CV1 and the Vive give me the proper sense of scale.
Its definitely something to do with our eyes Vs the device. It must have something to do with the focal length.
 
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Funny thing, For me its is the opposite. In the DK2 everything looked really small, my pilot and his chair was the size for a 10 year old, and I was sitting in a toy ship, and the stars looked like they were only 12 feet away and space was just projected onto a ball. However both the CV1 and the Vive give me the proper sense of scale.
Its definitely something to do with our eyes Vs the device. It must have something to do with the focal length.
World scale is affected by IPD but that's not what is going on with the Vive, it's something to do with the rendering, hence why it's a known issue. It's not our eyes.
 
Do you wear glasses? It sounds like a magnification issue. Everything feels perfect for me with the VIVE. Have you tried playing with the IPD and also the focusing distance from the lenses.
 
Do you wear glasses? It sounds like a magnification issue. Everything feels perfect for me with the VIVE. Have you tried playing with the IPD and also the focusing distance from the lenses.
Nope, I don't wear glasses. I have adjusted the IPD but it didn't make any difference. I'll try moving the screen further away, I haven't tried that yet as I don't like losing FOV.

Edit: The scale is perfect in every other game I play which is why I believe it's ED.
 
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Nope, I don't wear glasses. I have adjusted the IPD but it didn't make any difference. I'll try moving the screen further away, I haven't tried that yet as I don't like losing FOV.

Edit: The scale is perfect in every other game I play which is why I believe it's ED.

If you pull out the grey side bits where the strap is, you can adjust the lens distance. The VIVE already has a larger FOV than the Oculus so that might have something to do with it.
 
Well.... Long time no see and still no news. I have to admit that the lack of info is the most disappointing part of the issue. Bit disrespectful from Frontier to their loyal customers who are willing to spend a lot of money to get the most exciting experience in Elite. Now I got my grumping out of the system :)....

In terms of the size fix - I've tried all I could find - changing FOV, moving the lenses further, adjusting the manual IPD on the Vive (I'm 65, so it should be reasonably average distance and I still get a 12 year old body for my characters and doors that are clearly too small. Anaconda feels like a medium ship which just doesn't add up to me. Isn't there something we could adjust in the SteamVR file to see if we can make it larger or smaller? I've looked into it, but I didn't figure out any solution at the moment, but there are a lot of really smart chaps on this forum, so if anybody has a solution I would be very interested, but moving Lense distance (gives me only a tunnel vision and ruins the experience, so eye relief is not the solution for me and since SteamVR Multisampling option I get to play the game in readable manner) or changing IPD on the Vive has no effect.

Thanks guys for any tips ahead :)
 
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Well.... Long time no see and still no news. I have to admit that the lack of info is the most disappointing part of the issue. Bit disrespectful from Frontier to their loyal customers who are willing to spend a lot of money to get the most exciting experience in Elite. Now I got my grumping out of the system :)....

In terms of the size fix - I've tried all I could find - changing FOV, moving the lenses further, adjusting the manual IPD on the Vive (I'm 65, so it should be reasonably average distance and I still get a 12 year old body for my characters and doors that are clearly too small. Anaconda feels like a medium ship which just doesn't add up to me. Isn't there something we could adjust in the SteamVR file to see if we can make it larger or smaller? I've looked into it, but I didn't figure out any solution at the moment, but there are a lot of really smart chaps on this forum, so if anybody has a solution I would be very interested, but moving Lense distance (gives me only a tunnel vision and ruins the experience, so eye relief is not the solution for me and since SteamVR Multisampling option I get to play the game in readable manner) or changing IPD on the Vive has no effect.

Thanks guys for any tips ahead :)
The incorrect scaling is almost certainly a result of how ED is rendering to the headset. Those who say it doesn't affect them (of which, I've only come across one or two) must either be really lucky with their IPD so that it negates the issue or just don't notice it.

It is a known issue with support and they have stated that they're working on it. Fingers crossed the fix will make the 2.2 patch.
 
Hi Guys,

I believe I nail the scaling issue. There is a trick to it. Your seat in cocpit is elevated a little bit, so when you stand up in your living room the elevation is still present. Please try to stand up first, then reset the orientation and walk around. This removes a bit of the elevation. Let me know if it feels better. It does for me...
 
Hi Guys,

I believe I nail the scaling issue. There is a trick to it. Your seat in cocpit is elevated a little bit, so when you stand up in your living room the elevation is still present. Please try to stand up first, then reset the orientation and walk around. This removes a bit of the elevation. Let me know if it feels better. It does for me...
That doesn't correct the scaling it just resets your position lower. It's a great solution to stop you from clipping through the bulkhead but it doesn't stop everything from looking 3/4 size. The biggest giveaway is to look down at your legs, they look tiny and are way too short.

Tried my DK2 and Vive, swapping them in and out and the DK2 with 1.5 SS via the debug tool looks so much clearer than the Vive with the same SS. There's almost no aliasing using the Oculus while the Vive is okay for near objects but far objects are still really jaggy (at 1.5 SS with 1.0 in-game).

The scale issue is also really noticeable.
 
I sure hope that they will implement the solution in 2.2. If not, that combined with complete lack of any updates on this matter for quite some time, I guess then it will be safe to assume that the Vive fix was downright abandoned indefinitely. I REALLY hope that it doesn't happen, but we have to start facing the facts, or lack there of to be more precise.
 
Sooo, 4 months later and we got nothing ? No VIVE patch ?

yap, it seems that they listen to wisdom of Chris Roberts... "It is not feasible to invest into a feature which affect only small portion of people, we rather invest into something that affect all. But we will get it eventually." Basicaly nice long "F you" statement...
 
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I might be going insane, but I just logged into Elite and my Vive is crystal clear. I've never seen it so clear. Great performance, no dancing lines, and perfectly legible text. Was there an update? I don't understand. Maybe I'm just seeing things...
 
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