HTC Vive resolution and  focus

i know, i was being sarcastic but it didn't work ;o

It worked, I'm just really annoyed with FD so I guess my answer was not very well formulated :)

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"OCT" seems to replace "1.25" in the dropdowns... Just a messed up text string? :p

Appearing right after 1.0... hmm... "Optimized"... err... "(to) Cumulative"... "(frame) Timing"...? :p
"Oversampling Certain Text"?
"Oranges and Cinnamon Toast"?

Would really like to know what it is. :)

How about Openvr Cripple Tool?
 
"OCT" seems to replace "1.25" in the dropdowns... Just a messed up text string? :p

Appearing right after 1.0... hmm... "Optimized"... err... "(to) Cumulative"... "(frame) Timing"...? :p
"Oversampling Certain Text"?
"Oranges and Cinnamon Toast"?

Would really like to know what it is. :)

October innit.

Feature not to be released till October when the Oculus deal expires. =p
 
I do not own enough humongous gauge aluminium sheet metal to make myself a hat that could make me paranoid enough to consider the possibility of FD taking Facebook megabucks to engage in anticompetetive lowlifery.
 
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I do not own enough humongous gauge aluminum sheet metal to make myself a hat that could make me paranoid enough to consider the possibility of FD taking Facebook megabucks to engage in anticompetetive lowlifery.

+1

I thought everybody would eventually wear themselves out, but nope.
 
I said it as a joke, you are right. I don't believe there is anything nefarious going on. Its just that the timing was uncanny. That, and I'd have expected someone to announce the changes made, and to see them in the changelog as well.

At the very least it would be nice to have a better technical breakdown as to what the settings are actually doing, as it would make it easier for us to decide the best settings for our PCs. Hopefully we hear something about it soon, in this thread or perhaps the 2.2 feedback thread...
 
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I've tried using SS at 1.0 and HMD at OCT and it the text seems much clearer to me, I've got most other graphical options dialled right down or OFF and force reprojection on in steamVR.

I think I can just about cope with this for the time being !!

One thing I've noticed is the SRV feels tiny, the HUD panels are right in my face, I don't remember it being this small ?
 
Well, just tried new these settings...

I guess this is useful for anyone not launching in Steam. Otherwise this is hardly the sort of fix I was expecting. Performance is still all over the place.
 
I thought I had found settings that made the game look good again without sacrificing performance, then I discovered I had docked at an outpost. As soon as I entered a station, judder city. *sigh*
 
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- - - - - Additional Content Posted / Auto Merge - - - - -

"OCT" seems to replace "1.25" in the dropdowns... Just a messed up text string? :p

Appearing right after 1.0... hmm... "Optimized"... err... "(to) Cumulative"... "(frame) Timing"...? :p
"Oversampling Certain Text"?
"Oranges and Cinnamon Toast"?

Would really like to know what it is. :)


Oculus timewarp maybe :S
 
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Is possible to play with solid 90 fps with HMD 2.0 and SS 1.0 and yes image is munch better.
Becouse now in new beta 2.0 (HMD Q) x 1.0 = 2.0 , before I had 2.3 (SteamVr) x 0.65 = 1.49
Forget about VR High or VR LOW, just do own custom settings and turn ON in Steam VR settings - "always reprojections"
http://imgur.com/a/nqFL5


Hi. I've been doing some tests today - only with my 980ti - and the problem I get is that if I turn Reprojection - Always on - it becomes really jittery at some points. Not sure why. When that happens as the FPS keeps showing 70-90 frames. If it is showing 45 then the image is just acting like with standard reprojection which is manageble to me, but when the jitters hit I'm out almost immediatelly.... It all becomes very very blurry and turns ok if I turn the Always Reprojection on to off state. Anybody else with similar issue? My adaptive Reprojection is on ...

PS - Setting SS to OCT and HMD to 1.5 seems to deliver amazing quality for Vive (much better then 0.65 and Steam 2.0, but I get terrible frame rates - in Hangars and when the Mission Board (or any other of the Docked boards for that matter) come on and my FPS goes down to fixed 30... not sure why.
 
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I thought I had found settings that made the game look good again without sacrificing performance, then I discovered I had docked at an outpost. As soon as I entered a station, judder city. *sigh*

I had to tweak down planet surface details to low myself. Had it at medium previously. Performance has been good nearly everywhere else, and on planet surfaces. But the moment I'd land and enter the bay, it would judder. Not terribly, but just enough to cause discomfort. I'm really noticing the limitations of the GTX 970 I have... most of the time things work and look decent , but its obvious that at times that card is being pushed. Hopefully I can up the timetable on a card upgrade. End of year sales will hopefully do the trick.

If curious.. I tend to run at 1.4 and 0.65 with VRLow tweaked up ever so slightly. I was running 1.2 and 0.85 for a while, but I didn't like it as much. 1.4 with 0.85 led to occasional station judder for the card. More horsepower needed.
 
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Actually I've found that 2.2 is much better. I only get those drops when I change an instance for about 10-15 seconds. It's a known bug. But once it has smoothed out, things seem quite a bit better.

BTW, "OCT" seems to stand for 1.25, and you have that setting with in game SS as well as HMD quality.

I've included it in the EDProfiler beta, if you have The Guardians beta and want to help, feel free to try it: https://forums.frontier.co.uk/showt...er-Detector!?p=4605908&viewfull=1#post4605908

R3fHZkL.png
 
Hi. I've been doing some tests today - only with my 980ti - and the problem I get is that if I turn Reprojection - Always on - it becomes really jittery at some points. Not sure why. When that happens as the FPS keeps showing 70-90 frames. If it is showing 45 then the image is just acting like with standard reprojection which is manageble to me, but when the jitters hit I'm out almost immediatelly.... It all becomes very very blurry and turns ok if I turn the Always Reprojection on to off state. Anybody else with similar issue? My adaptive Reprojection is on ...

PS - Setting SS to OCT and HMD to 1.5 seems to deliver amazing quality for Vive (much better then 0.65 and Steam 2.0, but I get terrible frame rates - in Hangars and when the Mission Board (or any other of the Docked boards for that matter) come on and my FPS goes down to fixed 30... not sure why.

I have an 980Ti as well ( MSI Gaming ) as experience the same thing. For me the 'Always Reprojection on' does no good at all. It gets laggy like hell.

Anyway I did some tests with reprojection turned off completely, just to see how the system behaves without tricks. For this I opened the debugging tool with the graphs for the CPU and GPU timing.

I chose to use the landing platform just in front of the wall in a station facing the letterbox. Even in VR Low I got a lot of frame drops and quite a lot of stuttering. What was interesting to see, is that the actual load on the GPU is quite low. It just needs ~5ms for a frame. What sends the system into mayhem is the CPU being very often too late (late starts, the red bars i the CPU pane). This hints at other code taking precedence over the rendering. Maybe it is because of the beta and they have still a lot of debugging code active.

Using VR High shows that on my GPU for a frame it needs 9ms, which would be perfect for a constant 90fps. But again the CPU has a lot of slow/late starts. This seems to trigger a runaway effect where the CPU code doesn't seem to be able to snychronize back with the GPU very well. From the raw GPU performance this should work, but the code running on the CPU has some severe delays feeding the render pipeline.

VR Ultra is just too high as it uses ~12ms on the GPU. This would be a perfect use case for reprojection btw.

I do not see these severe CPU delays in 2.1. They are there as well, but not so prominent.

I really hope that this is due to the Beta nature of the game and not a problem in the code itself.

Actually I've found that 2.2 is much better. I only get those drops when I change an instance for about 10-15 seconds. It's a known bug. But once it has smoothed out, things seem quite a bit better.
From the visual quality it seems that the latest beta is a bit better regarding readability and sharpness of the GUI elements. But in regards to providing constant frame rates my experience is quite different than yours. And my measurements hint at the cause for this, at least on my system.
 
I do not own enough humongous gauge aluminium sheet metal to make myself a hat that could make me paranoid enough to consider the possibility of FD taking Facebook megabucks to engage in anticompetetive lowlifery.

Have you been living under a rock?
https://uploadvr.com/serious-sam-oculus-offered-    ton-money-rift-exclusivity/
http://www.pcworld.com/article/3083...-serious-sam-vr-exclusivity-buyout-offer.html
Do you really believe that Oculus have not approached FD who actually had a full VR game with loads of players @ the time when the Vive/CV1 was launched... i think you need a hat thicker than the hull of a FAS to deny that. But yes it is just speculations but I have made up my mind and updated my steam review(s) accordingly.
 
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