Oculus Touch and Oculus Rift positioinal tracking SDK update

Just watching Oculus Connect. Some info if you are interested

Pre-orders for touch will start: 10th October - Will support room scale. (£189.99 in UK - pre-orders being hosted by Amazon.co.uk already). Launch will be December.

Oculus Rift updated SDK will support position tracking asynchronous space warp. Reduced/no judder when moving head together with asynchronous time warp should be a much more judder free experience.

Rift min specs are being reduced to cater for lower end systems. It sounds like all good news for a better Elite Dangerous experience.
 
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Given what was said about ASW and how it works, it should mean that for rift users, we should be able to crank up the settings and supersampling, even on a gtx 970!

The ASW will also compensate for the entire world movement including other ship movement, not just head movement. Ie, when you are entering the hangar in a station, dog fighting in a haz res etc.
 
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So.. Am I to understand that they have managed to get the software to run more efficiently, thus allowing lower end systems to run it as well as what higher end systems used to? Or... Have they simply realised people with older gen i5's and i7's have been running it perfectly well since release?

Z...
 
Much more than that, they have added positional, rotational and predictive, async warping and interpolation into the rift sdk.

You can run the game at 45 fps and it will be indiscernible from native 90 fps.

This also means, that if you are already at 90 fps and want to have more settings turned up, it is much less punishing to do so. Effectively the new target frame rate is only 45 fps for the Rift.
 
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So.. Am I to understand that they have managed to get the software to run more efficiently, thus allowing lower end systems to run it as well as what higher end systems used to? Or... Have they simply realised people with older gen i5's and i7's have been running it perfectly well since release?

Z...


Well I have an old gen i7 and a 970 and i'm running things perfectly fine. admittedly, not the highest of the high settings. (i did crank everything up just to have a look see and wow, i shall definitely be building a beast for next year in anticipation of gen 2 HMD's)

I had a dabble in project cars tonight, wow, that really made me think how on earth i'd ever played a driving game in 2D!! That one was tiring on the eyes though, shorter sessions with that methinks.
 
Given what was said about ASW and how it works, it should mean that for rift users, we should be able to crank up the settings and supersampling, even on a gtx 970!

The ASW will also compensate for the entire world movement including other ship movement, not just head movement. Ie, when you are entering the hangar in a station, dog fighting in a haz res etc.

Yep, this is a biggy for improvement. Can't wait to see the implementation in ED.
 
So, the results of my quick test, running on an i5 2500k @ 4.5ghz / GTX 970 @ 1450 core clock:

Inside a starport, entering and exiting the hangar, watching the walls / adverts for judder etc (Normally these give me problems even with everything on minimum!)

1.25 SS (Debug tool) + Ultra on all settings = not enough power.
1.00 SS (Debug tool) + Ultra on all settings = Almost Stable, fair few hitches, wouldn't play with it like this.

1.50 SS (Debug tool) + VR High = Mostly Stable, still a few hitches, very tolerable.
1.25 SS (Debug tool) + VR High = Caught a couple hiccups, maybe one or 2 noticeable jitters per trip in / out of the hangar.
1.00 SS (Debug tool) + VR High = Rock Solid.

1.50 SS (Debug tool)+ VR low = Rock solid.

Don't have time to check out the SRV but i'm expecting similar results to above.

Note: this is on the latest 373.06 drivers.
 
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So, the results of my quick test, running on an i5 2500k @ 4.5ghz / GTX 970 @ 1450 core clock:

Inside a starport, entering and exiting the hangar, watching the walls / adverts for judder etc (Normally these give me problems even with everything on minimum!)

1.25 SS (Debug tool) + Ultra on all settings = not enough power.
1.00 SS (Debug tool) + Ultra on all settings = Almost Stable, fair few hitches, wouldn't play with it like this.

1.50 SS (Debug tool) + VR High = Mostly Stable, still a few hitches, very tolerable.
1.25 SS (Debug tool) + VR High = Caught a couple hiccups, maybe one or 2 noticeable jitters per trip in / out of the hangar.
1.00 SS (Debug tool) + VR High = Rock Solid.

1.50 SS (Debug tool)+ VR low = Rock solid.

Don't have time to check out the SRV but i'm expecting similar results to above.

Note: this is on the latest 373.06 drivers.

I'd be careful about using the ED presets for VR. Things like depth of field, bloom, and MSAA can all be turned off without any loss of quality but a nice improvement in FPS.
 
That was my point though, I had all those effects turned on and it was still smooth even in a worst case scenario. :D

The rest of my system is 6 years old too.
 
Much more than that, they have added positional, rotational and predictive, async warping and interpolation into the rift sdk.

You can run the game at 45 fps and it will be indiscernible from native 90 fps.

This also means, that if you are already at 90 fps and want to have more settings turned up, it is much less punishing to do so. Effectively the new target frame rate is only 45 fps for the Rift.

Interesting - having just got my CV1 this morning, and only having a GTX970, I think that's good news for me. Especially since I'm hoping the alleged GTX1080Ti will be a reality in January, it'll make it easier to hold out...

Z...
 
I'm out exploring so I can't test Haz RES sites, but I did the training missions and no stuttering. Landed on random planet to try the srv, I think I noticed some hitches but overall fantastic. as soon as I get to the bubble I'll test more demanding scenarios.
6700K/GTX1080, everything on Ultra, 1.0 SS, no bloom, no AA.
 

SlackR

Banned
This is really exciting news! I've lent my entire to rig to the school I work at for a few weeks so can't test this myself, but really looking forward to seeing what this new software can do!
 
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I've done some brief testing and all I can say is it is a HUGE improvement on my system.

Previously, i had debug tool set at 1.5 and in game 0.65 with almost everything medium/low and it was buttery smooth.

I've bumped up the debug tool to 1.7 and still kept in game SS at 0.65. I've upped almost all of the settings to high, and including shadows medium ant it is buttery smooth. SMAA off, ambient occlusion off, bloom off.

I was concerned that perhaps there would be a placebo effect but for sure, my system is handling the upped graphics etc admirably. can't wait to finish work and get home to do some further testing.

for reference, older i7 2600 cpu and an evga gtx 970 with the latest nvidia drivers.

Rubix
 
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Does this mean that you for instance can crank up SS to 2.0 and details on ultra, run 45 fps and it should feel smooth? Got a GTX 1080 btw.
 
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Does this mean that you for instance can crank up SS to 2.0 and details on ultra, run 45 fps and it should feel smooth? Got a GTX 1080 btw.

As with any testing, YMMV, you instantly have a better GPU than myself so i would assume you'd have better results. with my 970, i started out with 2.0 in the debug tool and all settings high. there was some stuttering, so bit by bit i lowered the debug tool and wound up with 1.7 and all settings high and it is smooth as silk. no judder. previously, all settings were low to medium, no shadows etc. like i said, i can't wait to get home now and do some further testing.
 
hi there
just read on the reddit thread that AMD GPU support is coming soon, so i can't try it yet.

I wonder if there are any differences or particularities for DK2. As far as i understood the slides it renders 45fps and make every 2nd one an interpolated one? but what about the 75fps max of DK2 then?
 
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