Rift CV1 stats confirmed: 2160x1200@90Hz. Oculus recommended card: "GTX 970". Frontier, it's time to optimize!

Rift CV1 stats confirmed: 2160x1200@90Hz. Oculus recommended card: "GTX 970". Frontier, it's time to optimize!

http://www.roadtovr.com/oculus-rift-resolution-recommended-specs/


I don't know how much optimization we'll be getting with Powerplay, but performance problems on the Rift DK2 have been the biggest issue for me - to the point it's killed my enjoyment of the game.
Right now, no matter the quality settings, there are severe stutters in supercruise, FPS problems in high-tech stations, and RES are never fluent even on lowest settings.
As a bounty hunter, this makes the game unplayable for me in the Rift. And this IS on a GTX970. An overclocked one, even.

The way I see it, if Frontier wants to be a proper VR game, we're gonna need some serious optimizing to hit stable 90 FPS at an even slightly higher resolution than now.
 
This Hardware Specs is more for Developer than for us Users. Means that a GTX 970 is only the Minimum Requirement for all VR Software with "Minimum Details". If you want high Settings you need more Power.
 
This Hardware Specs is more for Developer than for us Users. Means that a GTX 970 is only the Minimum Requirement for all VR Software with "Minimum Details". If you want high Settings you need more Power.

OP says even on the lowest settings, it happens. Same with a GTX 980. No matter what resolution I turn it down to, I can't get rid of the res stutter.

They chose to create their own graphics engine instead of using any of the available ones out there. Optimization needs to be huge focus going forward.
 
The way I see it, if Frontier wants to be a proper VR game, we're gonna need some serious optimizing to hit stable 90 FPS at an even slightly higher resolution than now.

It's unfair to complain about performance on the DK2. When the retail product is available in Q1/16, then perhaps a fair assessment is warranted then. Until then, the developer kit is just that.

This is the reason I have held off on purchasing a DK2, and rather wait until the retail release.


I don't know how much optimization we'll be getting with Powerplay, but performance problems on the Rift DK2 have been the biggest issue for me - to the point it's killed my enjoyment of the game.

Fair call, but the release of Powerplay is just around the corner. Who knows what FD have done to improve gameplay.
 
They weren't the largest take-aways for me: https://www.oculus.com/blog/powering-the-rift/

The HDMI Specs could be of concern on some cards. The USB instance is also new and would likely need me to run a powered hub to an awkwardly positioned port.

Lastly the SDK update probably breaks the dk2 and by the evidence of the other thread; it really really breaks it.
 
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They weren't the largest take always for me: https://www.oculus.com/blog/powering-the-rift/

The HDMI Specs could be of concern on some cards. The USB instance is also new and would likely need me to run a powered hub to an awkwardly positioned port.

Lastly the SDK update probably breaks the dk2 and by the evidence of the other thread; it really really breaks it.
it's HDMI 1.3 not 2.0 so I wouldn't worry at all. If the card doesn't even have 1.3 (1080p 60Hz) then you're extremely unlikely to be able to run any of the games anyway. The SDK update breaks ED rift support because it changes a lot of things, for example merging direct and extended mode and some rendering differences.
To OP, how do you not run 75 FPS with a 970? My 980 can do 75 FPS in stations at high and 60-ish Ultra. The only time I get stutter is during loading "screens" and the first time I approach a planet after I launch the game. I currently run medium 1.5x super sampling but this costs me 50-55 FPS in stations (75 everywhere else).
 
To OP, how do you not run 75 FPS with a 970? My 980 can do 75 FPS in stations at high and 60-ish Ultra. The only time I get stutter is during loading "screens" and the first time I approach a planet after I launch the game. I currently run medium 1.5x super sampling but this costs me 50-55 FPS in stations (75 everywhere else).

Anything less than the designated FPS isn't an ideal VR experience due to the epic judder that results. Soon as it deviates from 75Hz it looks like garbage to me, and the occasional brief latch-up while something loads is horribly jarring. I tend to use low settings and 1.5x SS as imho the smoothness and sharpness far outweighs the visual tinsel I can't quite make out on the Rift anyway, but even then, on a 3570k and single GTSX 970 it was a struggle in bigger stations and busy RES zones.

It is taking an overclocked i7 5820K and twin overclocked GTX 970s to keep on top of this judder at modest settings, and it *still* isn't perfect and will occasionally hop or skip as something loads in the background. That's worrying, dev kit or not. I -and many others here, I'm sure- hope VR becomes a bit more of a priority for FD in the very near future.
 
To OP, how do you not run 75 FPS with a 970? My 980 can do 75 FPS in stations at high and 60-ish Ultra.
As I was saying:
-High-tech stations (the ones with foliage)
-Supercruise while loading planets
-any RES

Stutter like crazy no matter the settings. Many people even with 980 have that problem, it's clearly an optimization issue on Frontier's part.

That's worrying, dev kit or not. I -and many others here, I'm sure- hope VR becomes a bit more of a priority for FD in the very near future.
Completely agree.
 
Yeah the huge FPS loss with Rift is a bit worrying, ED runs pretty damn well on a monitor so I don't see why we should be too worried considering FDev are one of the only big games with actually well implemented VR support right now.
 
I think we coud see optimisation way before CV1.
0.6.0 beta SDK could be the thing once FD patches the game for it.
Working positional timewarp will cure judder completely.
 
I think you guys might be worrying too much. Bearing in mind Morpheus VR is coming for the PS4 Q1/2016 with 120fps 1080p, this will be achieved with just a 1.6GHZ cpu in the console box. The software will be perfectly tuned for ultimate smooth experience for the hardware.
Of course my suggestion is if you want judder free VR, get the PS4 version of Elite in 2016.
But I expect CV1 and Elite to be viable when it comes out and Frontier have a specific VR mode setup designed around a single 970 and an I5 or equivalent.
 
Don't forget, the Sony is a "fake" 120hz, basically just running at 60hz and spoofing the other 60 frames. So it's not like the ps4 has suddenly gained more power.
 
To begin with most software will feature the new method of adding frames to make 120fps. But the effect will be you are getting a fluid 120fps. So it will be far far better VR experience than a simple 60fps refresh, there wont be movement latency. It could feel better than the Rift at 90fps.
Also Sony are targeting 120fps native rendering for Morpheus, they already have working demo with the PS4 rendering native 120fps VR, they expect other developers to follow suit. All this still on 1.6ghz, so it just shows what optimisation allows.
 
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I'm running the rift on a gtx780 and i7 4770.
No stutter at all and have settings on high.
No supersampling though.
Don't see the problems that others seem to have.

But maybe in the cv1 it might get more tricky.
 
you're full of baloney

It 100% depends on the number of other ships in the system. If he is out in space with no other ships, I can run my 970 on high everywhere... zero issues. Go into a system with some activity, and I have to be on low. It has something to do with ED forcing your computer to render all ships in the system even if they are not in on screen.

- - - Updated - - -

oh yeah.. and the resolution specs are painfully disappointing. It is only going to look marginally better than the DK2 at 1080×1200 per eye instead of 960×1080. It will basically look the same. We can only hope they did a lot of work to the lenses to minimize the SDE.
 

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It 100% depends on the number of other ships in the system. If he is out in space with no other ships, I can run my 970 on high everywhere... zero issues. Go into a system with some activity, and I have to be on low. It has something to do with ED forcing your computer to render all ships in the system even if they are not in on screen.

- - - Updated - - -

oh yeah.. and the resolution specs are painfully disappointing. It is only going to look marginally better than the DK2 at 1080×1200 per eye instead of 960×1080. It will basically look the same. We can only hope they did a lot of work to the lenses to minimize the SDE.

Whilst Id hoped for a better res I still think some FPS wizardry will make the resolution look higher then it actually is. I still think we'll be suitably impressed
 
oh yeah.. and the resolution specs are painfully disappointing. It is only going to look marginally better than the DK2 at 1080×1200 per eye instead of 960×1080. It will basically look the same. We can only hope they did a lot of work to the lenses to minimize the SDE.

Palmer put out the tweet - "CV1 displays are on the cutting edge of current display fabrication technology. Low persistence/high fill/90hz/global update is critical!" - emphasis by me.

The raw numbers for resolution are a tad disappointing on first read but hopefully all the other improvements will make up for it.

He also said -


Interesting note - extremely high frame rate gets you a sort of temporal anti-aliasing that substantially increases perceived resolution.

There is a resolution/persistence threshold for this to happen with micro-movement of the head as opposed to large rotations, CV1 hits it.

This makes a huge difference with content that is rendered at resolutions higher than the headset (movies in VR cinema, text layers, etc)
 
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i really do hope that even the res is not much better than DK2, the screen itself is much better
> removing black space between pixels
> split screen could be better for lost space?
> 90hz may help font readability?
 
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