HTC Vive resolution and  focus

It has been announced at Steam Dev Days that Valve will soon release an Asynchronous Reprojection feature for the Vive!

Is there any post for that? notification somewhere? I've been looking for such news for ages, but as far as I knew Valve was against ASW or AR... This would be amazing news.
 
Just been messing with the setting....

I think I can see what is going on with the VIVE, can anyone confirm what I am seeing.
When sat in a station and you see the judder or double image, it appears to me that the second image is being rendered to the screen when it's not meant to be, hard to explain, If I am there looking at an edge of some thing bright and turn my head I get a double image but if you look close the second edge is for the next frame I am seeing and it should not be printed to the screen, if that makes any sense.
 
It looks like we have some potential good news with valve adding their version of ATW. I have read though some people listening in on the steam dev day and they said it won't include positional yet (so no ASW), but as vive is all about roomscale it must be on the cards.

That will sound like nonsense to some, but basically it means you can supersample more with less issues. It comes with its own problems like artefacts, but almost everything I'm reading shows a significant improvement. Can't wait!

https://m.reddit.com/r/EliteDangerous/comments/576nco/good_news_for_all_ed_vive_users_valve_will_be/
 
Just been messing with the setting....

I think I can see what is going on with the VIVE, can anyone confirm what I am seeing.
When sat in a station and you see the judder or double image, it appears to me that the second image is being rendered to the screen when it's not meant to be, hard to explain, If I am there looking at an edge of some thing bright and turn my head I get a double image but if you look close the second edge is for the next frame I am seeing and it should not be printed to the screen, if that makes any sense.
That sounds like what you see when reprojection is kicking in.
 
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Can everyone please test this and post back with findings please? If this fixes scale then that's one big problem cleared up.

Just posted this in the Scale thread...

I tried it and it made no noticeable difference to me. However, the scale looked ok before I tried it.
Like Full_Ninja above, I've never used anything other than the full room-scale setup before either.
Unlike the Standing-only setup, room scale just wants you to put the controllers on the floor to set ground. Height never comes into it.
 
Just posted this in the Scale thread... I tried it and it made no noticeable difference to me. However, the scale looked ok before I tried it. Like Full_Ninja above, I've never used anything other than the full room-scale setup before either. Unlike the Standing-only setup, room scale just wants you to put the controllers on the floor to set ground. Height never comes into it.
I tried both room and standing scale out of curiosity, there was no difference for me either.
 
I tried both room and standing scale out of curiosity, there was no difference for me either.

I've updated the thread above - with sadly bad news. While it worked for one of my inhouse headsets the other didn't take any effect. Sadly I still don't have a perfect solution. A mod request was made to edit the title as sadly I can't edit it myself .... Nevertheless . Thank you to all commanders for feedback.
 
Somebody has actually given me a Rift as a gift, so I can now do a like-for-like comparison between the two. My experience is that, even with the improvements for the Vive in the 2.2 beta, the kind of image quality I can get by putting the supersampling option to 1.25 and the HMD Image Quality setting at 1.25 in the Vive, I can get by having both at 1.0 in the Rift - allowing me to get even better image quality by upping those settings in the Rift. In addition to that, the scaling issue just discussed in this thread simply doesn't exist in the Rift, and the performance is much better, with little or no stuttering or juddering at any point, especially if you enable ASW, as discussed in this thread here, whereas the Vive tends to judder quite a bit in stations, especially if it's a busy one.

EDIT:I should say that there is one problem with the Rift - the design of it gives a slight sensation of having a letterbox strapped to your face, and peering out at the world through it, whereas the Vive's better FOV negates that.
 
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@CMDR Zmidponk put HMD Quality for 2.0 and ss 0.75 in vive and at steam vr reprojection alway on (option under Direct Mode) disable AA, shadow , ambient then compare to Rift and come back to us with feedback please..
 
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@CMDR Zmidponk put HMD Quality for 2.0 and ss 0.75 in vive and at steam vr reprojection alway on (option under Direct Mode) disable AA, shadow , ambient then compare to Rift and come back to us with feedback please..

That would be unnecessary settings on Oculus. I mean the SS at 2 is almost pointless in many ways - I've been testing the Oculus setting in the new Beta version of ED (looks like that it might be out soon anyways) and on Vive settings the SS at 1.25 and HMD Quality 1.5 ("renderTargetMultiplier" : ) with AA off, Shadows of and abmient off. Running the same settings on Rift results in fine gameplay with rare microstutters, but is unplayable on Vive...

My preferred setting is SS 1.25, HMD 1.25 with Shadows - medium, AA - FXAA, Ambient -off and FXs at medium, bloom on High (I know I'm one of the weird ones in VR who love the bloom ;) ) and I get around 45-90 fps on Oculus. I get very rare microstutters and the game is playable/enjoyable. If I load my Vive on the same settings the game is a mess with huge sutters, blurring and is highly unpredictable while the visual Quality / Clarity is Lower (considerably) on the Vive as well as the scale being completely wrong - everything is smaller in Vive and it is very noticable.
Vive has better colours though and I feel better presence (hard to explain), but sadly it is not very playable on Vive with decent settings especially when the scale makes the immersion broken...

Tested with single 980Ti
 
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@CMDR Zmidponk put HMD Quality for 2.0 and ss 0.75 in vive and at steam vr reprojection alway on (option under Direct Mode) disable AA, shadow , ambient then compare to Rift and come back to us with feedback please..
Works fine for me in Beta7 with Vive and 980ti.
 
. If I load my Vive on the same settings the game is a mess with huge sutters, blurring and is highly unpredictable while the visual Quality / Clarity is Lower (considerably) on the Vive as well as the scale being completely wrong - everything is smaller in Vive and it is very noticable.

That is why I ask to load my setting if you are using Vive . It's very playable with good image quality on 1080 ( 90 fps ) and don't say it's pointless. SS should be lower and HMD quality maxed + reprojection "always on" at Steam VR. Works fine with beta 2.2
 
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That is why I ask to load my setting if you are using Vive . It's very playable with good image quality on 1080 ( 90 fps ) and don't say it's pointless. SS should be lower and HMD quality maxed + reprojection "always on" at Steam VR. Works fine with beta 2.2

I've tried those settings and the game runs 45fps +, excluding in Haz Rez.... BUT - BIG BUT....

No offence intended, but playing the game with SS lower than 1 makes little sense. I keep seeing this offered as a solution and it makes me pull my hair out. Why should the dev even bother with Textures. Might just as well have some low quality plains of color on, as more we decrease the original sampling/resolution more we lose in Texture quality. Yeah sure it makes it "playable" (not in my eyes as there is more to game then just running) but it also looks like a game with terrible textures and if people don't mind that I give up. It is the same problem with Over supersampling. Overall the experience suffers. Also if Shadows, bloom, FX and Ambient lighting are off you really end up playing a game from 90s with good 3d assets. What is the point? VR should be immersive and not a simply a throw back down the memory lane.

Atmosphere of the game is butchered with 0 shadows or fog or anything else that would add atmosphere. The problem with Vive is that you can't get a desirable quality - Shadows- Medium, FX - Medium, Bloom - Medium ect without undersampling ( if you want the clarity to improve with supersampling) thus loosing great deal of visual quality.

The point is that supersampling so high while undesampling at the core output is just terrible idea all around... Try running the game in Beta (if you have it or later once the 2.2 goes live) and run SS 1.25 and HMD quality 1.25 (effectively renderTargetMultiplier setting in ED, so no need to edit the steamvr file anymore) and then tell me how it looks. The Resulting conversion will be the same, but the visual quality of Textures and general surroundings will be considerably higher (check the cocpit or ground ect..) The difference is that on Vive you still need to switch AA, Shadows, Ambience, and the other usual suspects off, but with Oculus you get away with having them on Low or medium (excluding ambience) and you get to play the game with very small amount of issues - probably almost none on 1080 (I'm running GTX 980ti, so I'm considerably underpowered compared to your rig ;) )

PS In my opinion the text is readable at SS 1 and HMD at 1.25, but the AA issues are still terrible, so all I would wish for from FD is modern AA that would work in VR and Scale slider. I understand that AA might be some way off as it is not the simplest of matters when it comes to VR, but Scale slider shouldn't be so hard..
 
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I've tried those settings and the game runs 45fps +, excluding in Haz Rez.... BUT - BIG BUT....

No offence intended, ..

No ofence taken:) But you are doing something wrong even on 980ti you can't have equal 45 fps if reprojection is "always on" ( option under direct mode at steam VR - force reprojection)

Check this link http://imgur.com/a/DnOcM ( sorry for language)

Mark this like me and turn off steam vr and run game from luncher or ED profiler.
If you mark as I did, you will have 90 fps at least in space and starports. Please also disable AA , shadow , ambient and put distance rendering slider on half.
It works for other CMDRs with 980ti (check post from CMDR Nelina )
 
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@CMDR Zmidponk put HMD Quality for 2.0 and ss 0.75 in vive and at steam vr reprojection alway on (option under Direct Mode) disable AA, shadow , ambient then compare to Rift and come back to us with feedback please..

Well, my experience at that is pretty much what I expected - in essence, you're making the Vive have a playable performance by turning down some of the graphics. However, with the Rift, this compromise is unnecessary. I can actually have everything whacked up to full, with only blur, bloom and depth of field turned off (and that is more due to personal preference, rather than for performance reasons), with SS at 1.25 and HMD Image at 1.25, to give a bit more of an enhancement in image quality, and still get smooth, judder-free performance. Don't get me wrong, overall, I prefer the Vive, as the hardware in it seems to have more thought put into how it works and what it's for (so you have the front-facing camera allowing 'room view', so you can avoid tripping over things as you wander around in VR, the IPD adjustment being a you turn, which brings up an in-headset screen allowing more precise control than the menu-less slider the Rift uses, plus the fact the Vive has chosen using an external mains adaptor for its power, rather than drawing it through USB ports, like the Rift does, which has caused problems with some USB ports and controllers being deemed 'incompatible', including some of the most common ones on PC motherboards, plus, of course, the fact that the Vive comes with everything needed for Room Scale VR as standard, but the Rift seems to be designed for sitting/standing VR, so you need to buy extra stuff for Room Scale, some of which isn't even out yet), it's just that, for Elite Dangerous, the Rift is undeniably the better performing headset. I sincerely hope that FDev can alter this state of affairs.
 
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No ofence taken:) But you are doing something wrong even on 980ti you can't have equal 45 fps if reprojection is "always on" ( option under direct mode at steam VR - force reprojection)

Check this link http://imgur.com/a/DnOcM ( sorry for language)

Mark this like me and turn off steam vr and run game from luncher or ED profiler.
If you mark as I did, you will have 90 fps at least in space and starports. Please also disable AA , shadow , ambient and put distance rendering slider on half.
It works for other CMDRs with 980ti (check post from CMDR Nelina )

Oh I'm not disputing that it will run at 90fps. It will, but it will also look butt ugly and aged like a game from 90s. I've just tried it to see if I'm simply not being a snobbish ****, but nope it is still butt ugly. The game has 0 immersion for me when everything looks like it has a god beam shinning on it with no shadows and it looks like a sparkle fest with no AA... I mean the AA doesn't do much, but at least it helps ....

As pointed by Zmidponk - we should be able to have some graphical settings up and still get decent FPS, but that simply isn't possible on Vive. Personally at this point I think more and more that it might be an issue with Steam VR as it doesn't have any asynchronous reprojection (yet), but maybe this will change sooner rather then later and hopefully we will be able to play a game from 21st Century again ;).

There are only 2 things I would hope for from FD at the moment (rest is on Valve to improve in Steam VR in my opinion) Better AA which gets rid of the Sparkle fest we are punished with in ED (but not only there - Raw Data is just as bad :( ) and scale slider. If FD brings these two things out I guess that the game will look miles better and will allow those who feel that the scale is off to immerse our-self's into the game more.
 
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