Single 1080ti enough for VR?

The FOV within the headset is too narrow, tunnel vision, to simulate this in 2D, play 2D whilst wearing a S.C.U.B.A. dive mask.
The visual clarity and detail is nowhere near 2D's.
The headset gives me a "ice cream" headache after a few hours of wearing, (and no its not tight).
I can't play with the SRV in VR due to nausea from motion, revert to 2D for SRV work.
I'm hoping to avoid most of those issues with my Pimax 8K: 200 degrees of FOV, higher res, and the headset is relatively lightweight.

As for the SRV, I used to get nausea while driving in 2D and found that playing on a 3D screen (not VR) solved the problem for me. Everyone is different though.

It's possible that you may be able to acclimate yourself to VR after a while and avoid the nausea. From what I've heard, stop as soon as you feel the nausea, but retry after a long pause. I hope you can learn the enjoy VR.
 
It's possible that you may be able to acclimate yourself to VR after a while and avoid the nausea. From what I've heard, stop as soon as you feel the nausea, but retry after a long pause. I hope you can learn the enjoy VR.
To be clear, I only feel nausea in VR when I use the SRV.

With regards to the Pimax 8K, I have no desire to pay $3000 for a Titan V card in order to make it work as advertised. If current generation VR cannot be run at max settings due to card limitations, it raises the question of what hardware will be required for the next generation of Oculus VR, a Titan V too no doubt.
SLI Technology seems tailor made for VR yet the OEM's aren't implementing it, why ?.
 
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I use a single 1080ti with factory clock settings (founders edition) andi can play Elite withcompletely maxed settings at decent frame rate. However, you can tune down some of the effects (ambient occlusion on medium settings is as good as on high in VR f.e.) to get more more fps. Also your processor is better than mine, so you could leave some terrain work for the processor (my 1080ti handles 100% of the terrain stuff). You will have an excellent experience with Elite and Rift.
 
Yeah, I think you're right, my old card was probably running it just fine, I was probably expecting too much with regards to image quality.

It seems I'm somewhat underwhelmed with vr, I honestly am not finding it as immersive as just playing in high details on a big screen.

You do appear to have quite a bit of dosh to spend on your hobby. It may not be an idea to rule out VR completely just because of your experience with this generation. I'm sure they'll beat the screen door effect soon enough. I'm also hoping they can do something about the blooming god rays.

My CV1 is my second headset, and it was a definite improvement over my DK2. I'm sure the next headset I buy will be even better.
 
I can't play with the SRV in VR due to nausea from motion, revert to 2D for SRV work.

Don't expect that feeling to go away overnight, but it likely will go away if you keep trying it in small play sessions, stopping each time you feel a bit off. Simply not using the SRV in VR will prevent you from acclimatising to it. Some people are more sensitve to VR sickness than others though, I guess I'm lucky as it never really effected me.

The FOV within the headset is too narrow, tunnel vision, to simulate this in 2D, play 2D whilst wearing a S.C.U.B.A. dive mask.

I can't say that I agree that it's quite that bad, although I would like a larger FOV device myself. However the current gen HMDs are still giving you a much larger FOV than 2D screen based game play....and over a much larger precieved image size so I don't see it as a downside.

The headset gives me a "ice cream" headache after a few hours of wearing, (and no its not tight).

If it's not too tight then perhaps you do not have your IPD correctly configured and are straining your eyes? VR causing "ice cream" headaches isn't something I've heard reported before, of course everyone reacts differently but I'd honestly have to put that down to how you have the device configured or how you are wearing it.


The visual clarity and detail is nowhere near 2D's.
I can't disagree, however that's just the trade off - a far greater sense of immersion for lower visual clarity. Personally I do not think that a 2D game can provide anywhere near the experience (Visuals aside) I get from a VR game, so much so that I haven't played a 2D game in about 7 years now. Then again, I grew up in the 8-bit days and was perfectly happy with the visuals of that time - I've also never fired up Elite Dangerous in 2D, so I guess I didn't have the visual downgrade that those of your coming from 2d to VR have :)
 
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Don't expect that feeling to go away overnight, but it likely will go away if you keep trying it in small play sessions, stopping each time you feel a bit off. Simply not using the SRV in VR will prevent you from acclimatising to it.


Not doing it for a while after you've acclimated to it can sometimes bring it back. It does seem to go away very quickly though.
 
To be clear, I only feel nausea in VR when I use the SRV.

With regards to the Pimax 8K, I have no desire to pay $3000 for a Titan V card in order to make it work as advertised. If current generation VR cannot be run at max settings due to card limitations, it raises the question of what hardware will be required for the next generation of Oculus VR, a Titan V too no doubt.
SLI Technology seems tailor made for VR yet the OEM's aren't implementing it, why ?.

Actual Next Generation VR headsets should be able to use foviated rendering, combined with eye tracking, to increase resolution and field of view without increasing load on our GPUs. Personally, I'm keeping an eye on eye tracking add-ons for my HTC Vive. My 980 (no TI) handles VR well enough in my experience as it is. Depending upon the price of next-gen VR and the add ons, and how long it would take for all the pieces to fall into place, it may be a better alternative. Time will tell.
 
Did anyone see a slight performance decrease with the latest update? Am running a 1080TI with HMD at 2, thing is the FPS counter says 90, but it doesn't feel like 90 at times. Beta and live version was fine before the update.

P.S Avago Ero should probably lay off the crack pipe..
 
Actual Next Generation VR headsets should be able to use foviated rendering, combined with eye tracking, to increase resolution and field of view without increasing load on our GPUs. Personally, I'm keeping an eye on eye tracking add-ons for my HTC Vive. My 980 (no TI) handles VR well enough in my experience as it is. Depending upon the price of next-gen VR and the add ons, and how long it would take for all the pieces to fall into place, it may be a better alternative. Time will tell.

Recent articles on foveated rendering and new research into, sadly can't post links for source, but foveated rendering is far more complicated than what was first envisioned.
Especially from a perception standpoint.
First hurdle is we honestly don't have sensors/cameras capable of capturing and certainly processing power for the capture of the minute movements the eye makes across our fov.
This would need something akin to a 900hz refresh.
And another is the brain can perceive some types of objects better than others.
Recognising faces for instance is possible well outside of the recognised cone of detailed vision.

So early testing of just decreasing render multiplier out of the eyes focus point broke the vr immersion for more users than just taking the processing hit. I imagine this would be highly individual and on a game to game basis.
For instance games like ED or Pcars2 could possibly take advantage of foveated rendering easier than a game with more person to person relations.

Truly working implementation for foveated rendering might be significantly further away than we first thought.
Although eye tracking support in vr in a more general sense would be amazing. using the Tobii eye tracker was nearly like having ESP in some games.
 
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Recent articles on foveated rendering and new research into, sadly can't post links for source, but foveated rendering is far more complicated than what was first envisioned.
Especially from a perception standpoint.
First hurdle is we honestly don't have sensors/cameras capable of capturing and certainly processing power for the capture of the minute movements the eye makes across our fov.
This would need something akin to a 900hz refresh.
And another is the brain can perceive some types of objects better than others.
Recognising faces for instance is possible well outside of the recognised cone of detailed vision.

So early testing of just decreasing render multiplier out of the eyes focus point broke the vr immersion for more users than just taking the processing hit. I imagine this would be highly individual and on a game to game basis.
For instance games like ED or Pcars2 could possibly take advantage of foveated rendering easier than a game with more person to person relations.

Truly working implementation for foveated rendering might be significantly further away than we first thought.
Although eye tracking support in vr in a more general sense would be amazing. using the Tobii eye tracker was nearly like having ESP in some games.

Adhawk looks promising though: http://www.adhawkmicrosystems.com/

I think it may be the system that Pimax will be using when it is available.
 
Adhawk looks promising though: http://www.adhawkmicrosystems.com/

I think it may be the system that Pimax will be using when it is available.

There are no shortages of hyperbaly in the gaze tracking industry as with so many others.

And I'm sure they can do some interesting things, and I'm definitely hopeful down the line, I am an 8k backer after all.

Buy I feel reinventing the way we render vr entirely, Nvidia has laid out that for vr raytracinv and displaying individual pixels instead of generating full frames would be a simpler a faster chain of events and thus improve performance considerably.
Problem is no engine actually does it's rendering in this manner yet.

But as for foveated rendering I'm growing increasingly disillusioned. It might be a boon in some niche cases, but doesn't look like the illustrious silver bullet Fove themselves has touted.
 
Yeah, I think you're right, my old card was probably running it just fine, I was probably expecting too much with regards to image quality.

It seems I'm somewhat underwhelmed with vr, I honestly am not finding it as immersive as just playing in high details on a big screen.

I've been fighting that same battle. When I first got my rift I was upset with the quality. It literally sat in drawer for months until a couple of weeks ago. But, I'm giving her all she's got captain and I'm starting to get used to it. My 1080ti does the VR thing great though. Have you delided that 5.1 8700k?
 
I've just bought a Koenigsegg Agera RS. I was just wondering whether the suspension would be okay on British roads. Enough, already.

whilst i see your point...... your example sucks ;)

(the roads around me at least the answer to this is a resounding NO!)

PS I currently game 100% in ED in VR, using a GTX980 and it runs just fine. (VR - High and i do get a little ASW kicking in)

hell i started my ED VR adventure (albeit on DK2) with a GTX 670 and it was still 10x better than any flat screen.
 
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Have you delided that 5.1 8700k?

Nope, but she does get a bit toasty, testing out a some blender renders a few days back I was seeing temps in the high 80s, while this isn't a normal load for my system I am concidering either delidding to drop temps or just dialing back my overclock. Normally under game load my CPU is mid 40s to mid 50s depending on the game, but even when it's only in a stress test, seeing 87 degrees does concern me a little!
 
What is barely touched on is the fact that some settings are CPU intensive and other settings are GPU intensive, SS and HMD are primarily GPU settings and the remaining settings are run by the CPU. I discovered this by chance when looking at the Parameters for both GPU and CPU in MSI's overclocking application, My CPU is a i7-7700k and with ED profiler's VR ultra settings the CPU wasn't being taxed at all, I left SS at 1 and HMD at 1.5 but bumped all the other settings to maximum, result is a great picture and my CPU is now earning its keep, CPU isn't overclocked. game's den is airconditioned to 23 C.

I also discovered that a huge pagefile, 12GB, is utilised when Oculus and ED run, so I created a static/custom 20GB pagefile on my SSD, Static is preferable over dynamic as windows won't continuously alter the pagefile to what it thinks you need, and windows standard settings limit the pagefile to a max of 2~3 GB.

My settings with a overclocked 1070Ti, i7-7700k, SSD 20Gb pagefile.
leave SS at 1 and HMD 1.5 (maybe with a 1080Ti you can bump HMD to 1.75)
Increase other settings until you max out your CPU's processing.
Blur is off.
 
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Blur is off.

blur is not what many people think. It only applies to the Starport services menu, with Blur on you can see behind the starports services screen (objects behind are blurred out) With Blur off the background is not view-able. Not much point turning it off unless you are running ED on a potato.
 
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