Bul . The resolution on the Vive is lower than the Oculus when playing Elite. This is after Frontier told us the HTC Vive was their preferred platform. Failing to detect such a severe issue before the launch of the hardware is absolutely FD's fault. The HTC vive has also been available to consumers for around 2 months and there is still no fix.
The resolution ED outputs is the same for both. FD has stated that.
The
apparent or perceived resolution is lower. I'm not arguing with that - the experience is that you see less detail.
On further thought, it cannot be the driver, since that sits before the video card; it just handles the HMD tracking and possibly sound/mic/camera (on the Vive).
It could be the actual lenses, or the distortion shader that's specific to the HMD (and may be specific to ED's viewpoint/render). Any mis-match between the lens optics and the distortion filter will result in all manner of artifacts (portions 'lost', overprinted or repeated etc, or stretched or squashed together).
The output from ED is identical for both HMD's. ED says "here's a frame, deal with it and be snappy". But that doesn't mean the output is the same for both HMD's - its obvious it isn't!
There is the mesh distortion filter that is run after ED's rendering is finished but before its sent to frame buffer for final output to the HMD.
That filter bends the ED image to cater to the different lens characteristics. There are different techniques to accomplish this process.
It may well be this part that is at fault. Damaged, incorrect, or doesn't match/complement the actual shipping lenses installed in the Vive units being sold. It might effectively down-sample, or incorrectly distort the ED frame, resulting in the poor image quality that the Vive users are seeing.
The distortion shader would likely be provided by HTC/Valve, or Oculus, since the lenses are specific to the hardware (and different for the CV1, DK1 and DK2, I presume the Vive Pre is the same as the Vive).
This may be why FD refers to the ED output as identical, because FD doesn't control the distortion shader - Valve/HTC and Oculus provide that to them. It might become part of ED when FD patch it in, or the shader might be installed externally in the SteamVR software (and ED just loads it/re-builds it when needed). This bit we don't know.
All speculation on my part, but given the HMD's work in other games, and the Rift works in ED, this distortion shader/filter is the likely culprit. Who knows how difficult it is to fix/change/experiment with. I just hope for Vive owners that they fix it soon.