Vive Periphery Bug - Fixed?

Has the Vive periphery bug (glittering artefacts, maybe stars? being rendered right on the edge of your FOV) been fixed?

Trying to work out whether if I buy a 1080 and run super sampling whether that makes the Vive experience totally comparable with the Rift or whether this annoying bug, and maybe others, still exist.
 
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I found it could vary with the IPD setting. If I set mine to like 68-70 it would go away.
But I'm mostly at 66 and under so I just downgraded to 364.72.
 
I have a similar issue in my rift, not stars, just black-ness. If I move my eyes to one side or the either every now and then I'll see a black area pop in, likely the clipping boundary. Annoying.
 
I have a similar issue in my rift, not stars, just black-ness. If I move my eyes to one side or the either every now and then I'll see a black area pop in, likely the clipping boundary. Annoying.

That sounds like ATW kicking in.

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I found it could vary with the IPD setting. If I set mine to like 68-70 it would go away.
But I'm mostly at 66 and under so I just downgraded to 364.72.


So it might be due to IPD.. thanks for the tip! My IPD is 64 but I'll try 66 and see how that goes.
 
That sounds like ATW kicking in.

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So it might be due to IPD.. thanks for the tip! My IPD is 64 but I'll try 66 and see how that goes.

No it's really a bug in the nvidia drivers, but it seems to me that expanding the IPD moves the noisy pixels outside your field of view (so it also depends on your personal physique for fov as well)

Its is kind of moot, cause IPD is very important to have just right unless you start having double vision ,even a very slight case of this could be very a huge contributer to nausea and fatigue.
Others have said they had similar effect by increasing the lens distance but it didn't do anything for me.
And this cost fov in game. Which isnt optimal but certainly better than using the wrong IPD setting.

I suspect it was with the move to drivers supporting the 10x0 range of cards that introduced this bug. Since I am on a 980ti there really isn't that much reason for me to run the new drivers so I'm just holding on 372.64 driver set and I have no noise in the display mirror or in the HMD..
I downgraded after the second fresh set of drivers didn't fix the issue.
But for those on 10x0 series cards using older drivers isn't really an option either.
 
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Does anybody know if the latest version 368.81 has the same issues? I updated it due to support for other applications (Raw Data), but I haven't tested on E: D yet...
 
How serious is this? Is it just distracting, or worse? I'm trying to decide between VR headsets.
You'll get differing opinions, but I say no. Once you are focusing on a target ship or landing site you don't notice it. I love my Vive experience. Could be better, of course, but it's still better than my monitor.
 
How serious is this? Is it just distracting, or worse? I'm trying to decide between VR headsets.

I wouldn't say distracting, but it's definitely very annoying. I mean, when I'm fighting or doing something that requires a lot of concentration I just don't see the glittering. However the rest of the time I do, and it's annoying as hell. Sometimes they even shine a lot brighter, when my vision is near a light source, that's the worst.
 
im no fan of facebook, and i hate to think i've given them anything, but I'd suggest getting the CV1. it's just a better product. if the vive were the better choice I'd have no problem suggesting it instead.
 
im no fan of facebook, and i hate to think i've given them anything, but I'd suggest getting the CV1. it's just a better product. if the vive were the better choice I'd have no problem suggesting it instead.

Same here, the minute facebook bought them I locked my choice to the vive, especially since spec wise it seemed it was going to be superior. Then oculus revealed their specs and it made the decision much harder. In the end I went with the rift because oculus had proven themselves with the DK1/2 and the rift checks all the right boxes for the games I mostly play, better clarity, less aberration, lighter weight, better support (from existing games), and comfort.

I can't stress how much difference the strap on the rift makes compared to the Vive. Reviews that talk about this are spot on, the rift doesn't require clamping itself to your head as you would goggles, the ridged portion of the strap make it really secure even if it's relatively loose. The Vive is more like strapping goggles to your head, really needs that compression to stay in place. At first I clamped the rift to my face but eventually learned that it's not required.

Some prefer the foamier padding on the vive to the denser material on the rift, personally I like the rifts better, it retards moisture rather then absorbs it. The rift being lighter combined with the ridged strap not requiring compression to stay on your head means you don't need thick padding on the facial material (if your getting "VR face" your adjusting it to tight).

Loving my CV1, if the Touch controllers were out their would be zero reason to get a Vive as the CV1 is superior in just about every way... and it should be, they've been iterating on their design much longer then the guys at Vive.
 
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Personally I feel they are both identical, each have their strengths and weaknesses. If all you're doing is Elite and need to have the best now, go Rift, otherwise, go Vive. My wife and I play roomscale almost exclusively, and she's never really been a gamer before.
 
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