Oculus Touch and Oculus Rift positioinal tracking SDK update

I don't see Async Space Warp doing anything to improve frame rates - its just smoothing out the tracking if the camera(s) lose sight of you due to occlusion etc.

Just like Async Time Warp smooths out your image if you lose rendered frames, ASW smooths out your image if you lose tracking.

At work and haven't watched all of OC3 video yet. I could be way off :)

Incidentally Rubix, you're degrading image quality a LOT by using the 0.65 in-game SS setting... its down-sampling the original rendered frame. This increases the frame rate by a lot, but you lose quite a lot of texture detail etc.
Depending on how sensitive you are to the lost detail, the improved frame rate might give you a better experience, but you're losing quite a bit of the smaller details.
However, it does have the effect of sharpening the text up a bit.

Me personally I like the detail and losing it seems immediately obvious to me [blah] so I keep the in-game SS setting at 1.0 so there's no degradation. And with a 1080GTX I'm using 1.4 pixel density in the debug tool.
 
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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.

I ran an experiment the other night with Whirligig, which has a slider for SS with instant feedback. IMO you get diminishing returns after about 1.5. Ie. the diff from 1.4 to 1.5 is pretty big but when you go from 1.5 to 1.6 it's much less. I'd defy anyone to spot the difference between 1.7 and 1.9 for instance. Just throwing that out there for anyone who's cutting quality settings to get it running smooth at 2x, you'll prolly get more bang for buck going down to 1.5 or 1.6 ss and turning the visuals back up.
 
I ran an experiment the other night with Whirligig, which has a slider for SS with instant feedback. IMO you get diminishing returns after about 1.5. Ie. the diff from 1.4 to 1.5 is pretty big but when you go from 1.5 to 1.6 it's much less. I'd defy anyone to spot the difference between 1.7 and 1.9 for instance. Just throwing that out there for anyone who's cutting quality settings to get it running smooth at 2x, you'll prolly get more bang for buck going down to 1.5 or 1.6 ss and turning the visuals back up.

Yep, agree completely. I run 1.4 in the debug tool and regular 1.0x SS in-game. Running 0.65x SS in-game wrecks the texture detail.

Its a swings and roundabouts - some folks like the high framerate the downsampling achieves = fluid VR motion. Me, yuk, I'll take a bit of judder but keep the detail please! :D
 
I don't see Async Space Warp doing anything to improve frame rates - its just smoothing out the tracking if the camera(s) lose sight of you due to occlusion etc.

Just like Async Time Warp smooths out your image if you lose rendered frames, ASW smooths out your image if you lose tracking.

At work and haven't watched all of OC3 video yet. I could be way off :)

Incidentally Rubix, you're degrading image quality a LOT by using the 0.65 in-game SS setting... its down-sampling the original rendered frame. This increases the frame rate by a lot, but you lose quite a lot of texture detail etc.
Depending on how sensitive you are to the lost detail, the improved frame rate might give you a better experience, but you're losing quite a bit of the smaller details.
However, it does have the effect of sharpening the text up a bit.

Me personally I like the detail and losing it seems immediately obvious to me [blah] so I keep the in-game SS setting at 1.0 so there's no degradation. And with a 1080GTX I'm using 1.4 pixel density in the debug tool.


Thanks for this, i shall have a fiddle around. I have been getting some judder when the in game SS is set at 1.0. I don't mind losing some visual fidelity to get it running smooth. i'll continue to test and i'm sure i'll end up with a happy medium.
 
Thanks for this, i shall have a fiddle around. I have been getting some judder when the in game SS is set at 1.0. I don't mind losing some visual fidelity to get it running smooth. i'll continue to test and i'm sure i'll end up with a happy medium.

Absolutely - sounds good! :)

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what do you think about this summary of the tech?

Interesting bit, thanks mazi!

From the article;

"This means it can estimate the position of your hands and scenery so you don’t experience judder of moving objects"

I think it is intended to smooth out the tracking of objects you can see that are held in your hand (ie with Touch) - if you waved them about and you were losing frames, you'd see the objects judder a lot because ATW can't correct for the changes in parallax, lateral motion of those objects.

Same effect as seen in the SRV; if you look left or right, the rocks will appear to jump (judder) MUCH more than the rocks you're approaching head-on. ATW can fudge frames for head-on approaching motion really well, but sideways or rotational motion (or that of an object in the scene) can't be fudged at all well. So it judders because the only real update you get is when the 3D card does successfully produce a frame on time. (I hope that makes sense) :p

So I'm unsure if anything will happen to improve in-game object judder (ie ships moving quickly across the scene etc, or the passing rocks), but it will improve the judder you'd see from dropped frames FOR HELD OBJECTS (which ASW can account for since its receiving tracking info, and can interpolate etc.

EDIT:
Having now watched the video embedded in that article, maybe it does help the game scene itself. Looked a bit 'marketing-heavy'.
Need more info! :D
 
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...
EDIT:
Having now watched the video embedded in that article, maybe it does help the game scene itself. Looked a bit 'marketing-heavy'.
Need more info! :D
Yeah the odd thing is Oculus uses the same tech abbrev. ASW but delivered for nVidia first while this video is AMDs. And then the video is about just adding lost frames based on interpolation but not a fixed 45fps dobling to 90fps as is what i got from the Oculus slides...
all this new VR thingies is really weird at times :eek:
 
Will this be implemented in the oculus software or is it done manually ?
I imagine not everybody will go in the registry and chance this.
 
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Will this be implemented in the oculus software or is it done manually ?
I imagine not everybody will go in the registry and chance this.

I read somewhere, i think on one of the many reddit posts regarding ASW that it would not be enabled by default in the 1.9 runtime but would be after that.
 
This might be a silly question but how do I tell which SDK I'm currently running? I'm using dk2 and the last manual update of an SDK I did was 1.3 I think. No idea if it has updated to 1.8 automatically or not
 
This might be a silly question but how do I tell which SDK I'm currently running? I'm using dk2 and the last manual update of an SDK I did was 1.3 I think. No idea if it has updated to 1.8 automatically or not
You can check it in the Oculus Home software. Click on Settings and then General. It should be show at the bottom of the window.
 
I don't see Async Space Warp doing anything to improve frame rates - its just smoothing out the tracking if the camera(s) lose sight of you due to occlusion etc.

Just like Async Time Warp smooths out your image if you lose rendered frames, ASW smooths out your image if you lose tracking.

At work and haven't watched all of OC3 video yet. I could be way off :)

Incidentally Rubix, you're degrading image quality a LOT by using the 0.65 in-game SS setting... its down-sampling the original rendered frame. This increases the frame rate by a lot, but you lose quite a lot of texture detail etc.
Depending on how sensitive you are to the lost detail, the improved frame rate might give you a better experience, but you're losing quite a bit of the smaller details.
However, it does have the effect of sharpening the text up a bit.

Me personally I like the detail and losing it seems immediately obvious to me [blah] so I keep the in-game SS setting at 1.0 so there's no degradation. And with a 1080GTX I'm using 1.4 pixel density in the debug tool.

Actually, I think it just may, if I am understanding it right. It sounds suspiciously like frame interpolation on TV's, which I am not really a fan of, but could actually be quite good for this particular purpose, assuming there is minimal/no lag introduce...

Z...
 
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Incidentally Rubix, you're degrading image quality a LOT by using the 0.65 in-game SS setting... its down-sampling the original rendered frame. This increases the frame rate by a lot, but you lose quite a lot of texture detail etc.
Depending on how sensitive you are to the lost detail, the improved frame rate might give you a better experience, but you're losing quite a bit of the smaller details.
However, it does have the effect of sharpening the text up a bit.

Me personally I like the detail and losing it seems immediately obvious to me [blah] so I keep the in-game SS setting at 1.0 so there's no degradation. And with a 1080GTX I'm using 1.4 pixel density in the debug tool.

After taking this in, i went back to tweaking as soon as i got back in from work, a revelation i must say!
 
Just tested spacewarp and I must say I'm impressed. I'm running 1xss ingame and 1.5ss with the debug tool with mostly ultra settings. I get 90 fps in space. On planets and in stations I get 45 with spacewarp auto-enabled, and it feels OK, I can definitely live with it. It dosen't feel as smooth as 90 fps but it is okay I think :)

Well done Oculus!
 
I'm not overly impressed. Got pretty much the same stutter as usual but with some horrid hud glitches. I hope this is a toggle on or off option come official release.
 
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