Vive Pro Discussion Thread

Just received my Vive Pro.

Few things I noticed immediately. (these are from my perspective obviously YMMV)

1. Compared with the OG Vive, wow is this a feast visually! for this alone, I have no regrets in the purchase (even though it's overpriced).
2. I did not think the OG Vive + DAS was uncomfortable, but immediately, the Pro feels real comfortable!

I'm sure i'll have more thoughts later on as I use it more. Definitely recommend this though.

As a side note, I used VRProtect to attach prescription lenses to the OG Vive, while it doesn't fit perfectly in the Vive Pro, it works just the same for anyone who was wondering (couldn't find this info online anywhere).
 
Yeah, it's so amazing. Believe it or not, I've cranked up the HMD Image Quality to 2x, which is actually fine for most things in game with shadows on low, and no ao, and omg, the stars are so bright and shiney and small, everything is so crystal clear...

It really feels like there's no need for further pixel density for now. I can already see as much detail as FD intend me to see
 
Ok don't know why the forum ate up my post, will write what I wrote again

Vive pro resolution makes a big big difference, the density is way better, plus you get a bright screen and wider fov. Its heavy but sits well, although the at the back means you can't have a seat with a headrest as it sticks out and get annoyingly in the way.

One thing I will say tho is the vive pro resolution is enough. More is not necessary as it seems to be enough to see the detail the devs intend us to see. Anymore and the textures and polys would start to show their limits.

Vp feels a bit rushed, but if you can't wait for the next iteration that sorts out these issues, then it really makes a big difference.
 
That's a very concise and simple explanation, thanks. Kinda hoping that the next iteration of whatever 'normal consumer' version is soon, and doesn't have a ridiculous price tag.
 
Long time Rift user. Running a GTX 1080ti. The Vive Pro has better resolution obviously, and better color, but that’s it. I vastly prefer the Rift’s lenses. I think it’s rather scandalous that a $800 headset has such awful lenses.

Rift also has much better audio, somehow.

Also it’s worth mentioning the advantage Oculus has with Asynchronous Space Warp. This allows you to really crank the graphics settings, if you aren’t sensitive to ASW artifacts (I’m not).

So on the Rift I run Ultra, 1.5 HMD with ambient occlusion and blur off.

On the Vive Pro I run VR ultra with Ambient occlusion off, anti aliasing off and HMD 1.25. So quite a bit lower settings.

All that said, I still use Vive Pro for 90% of my VR gaming. The increase in resolution is worth it, despite the drawbacks.

However, I would pay like $1000 for a Rift with Vive Pro panels. I bought the Vive Pro, but I still hate them for such a lazy money grab.

I have to admit, he's right about all this. To me, and to a heck of a lot of people, the increased pixel density and FOV are the main things, but it is kinda brushing over the fact that the Vpro is very expensive - you could by 3 or 4 CV1+Touch sets for the same price here in the UK - and the rift has different lenses that many prefer, Async spacewarp is amazing for those that don't mind a bit of mild artifacts in menus and a few other places (which I count myself one of - I would LOVE if we had an equivalent on the Vpro), and is also lighter, more comfortable, sleeker, and the touch controllers are WAY better than the vive controllers. Audio as well is better, but I use headphones for both so don't notice.


That's the more complicated answer, especially for those who don't think PPI and FOV are as important as people like myself.
 
I kinda at odds with the whole thing. Big shift should happen soon on the GPU and the VR market as well, but nobody knows when.
Leaves me out in the cold.
 
Flght sims require looking at far away things, so detail is VITAL. So obviously, Vive Pro beats Oculus. Problem is the at the back, so you really need a head-rest-less (or low down head rest) flightseat
 
I'm really enjoying my vive pro! I am hanging out for the gtx1180/+ cards (1070ti is pushed to the max), currently running VR low with 1x SS and 1.25 HMD to maintain a smooth experience all round.

In regard to audio, I haven't actually tested the audio that much, I use bass shakers in my flight chair, so... lack of bass is something i will not notice! (at least in ED, movies etc).

I honestly can't go back to playing ED on the regular vive now, the visuals are just so significantly better.
 
Could anyone share some settings using ED Profiler 3.1 coupled with a 1080ti and a Vive Pro OR point me in a direction where there are shared settings? I would appreciate a starting point for tweaking....and Dr. Kaii, your settings would be a SUPER nice start :)
 
This is what I use

vJNrrMa.png


It's not a 90fps profile, it's a jaw dropping gorgeous at manageable framerates profile, that gets turned down sometimes on planets and at stations. It's for a 1080, so you can start here and increase (or decrease if you prefer smooth over clear)
 
This is what I use



It's not a 90fps profile, it's a jaw dropping gorgeous at manageable framerates profile, that gets turned down sometimes on planets and at stations. It's for a 1080, so you can start here and increase (or decrease if you prefer smooth over clear)


Only thing turned up there is supersampling.

All the things that matter for immersion like shadows, bloom, and blur is off.

seriously turn bloom back on you see how dead the game looks without it.


A shadows setting under ultra is just not worth it, just while jumping an SRV 15 meters and you see your shadows pop in an out, utterly annoying.

Here's what I got for my rift.
What is not listed is I use the tray tool to disable Spacewarp and set a render target multiplier for 1.3
The vive pro default render target should be about the equivalent of 1.33 SS on a rift, so I would leave that at 1x for now.
obEjEZC.png


These settings peg my GPU in stations, surface and combat to 98%
Again that is with spacewarp disabled, when something really busy happen I drop to 87 for half a second.

Done some minor testing again last few weeks and it seems ED just can't render faster than 20ms, and this is so close to the spacewarp trigger zone even when dropping settings to low.

This is with the i7 8700k, and 1080ti.
Again not using a pro, but the rift, with SS of 1.3 and reprojection disabled.
 
This is what I use



It's not a 90fps profile, it's a jaw dropping gorgeous at manageable framerates profile, that gets turned down sometimes on planets and at stations. It's for a 1080, so you can start here and increase (or decrease if you prefer smooth over clear)


Excellent baseline, thank you very much.
 
Reviving this thread, if you don't mind. :) Let me set the backstory a little bit on where I am, which leads to a couple of questions that I'll probably answer myself within a week. ;)


I've been a total Oculus Rift CV1 fanboy for a year and a half now, and have sold several friends on it, and even gifted one to my father so that he can play with flight sims.

However, Oculus has more recently started to annoy me. I always knew that the resolution, screen door effect, fresnel lens god-rays, etc would always be limiting factors. I even scuffed up the lenses a little bit while wearing glasses inside the headset, before switching to pop-up corrective lenses. And then the audio failed in my CV1, well after the warranty period ended. I picked up a second Rift, which had absolutely terrible reproduction of near-black colors, with a greenish band always visible across the center of the image. It wasn't very noticeable in brightly lit scenes at all, but in ED, being a space game, it was always there, causing annoying color artifacts and unnaturally sharp edges on things that should just fade to black (nebulae, the galactic band, smoke rising in front of the canopy, etc). They agreed to exchange it, telling me that it was "normal" for all Rifts to do this to some degree, but this was worse than usual. Well, the replacement did the same thing, just not as badly. It looks terrible to look out into space, compared to my original Rift. I'm assuming that they changed their manufacturing process and now accept a higher level of voltage leakage on the OLED displays, or something like that. It's bad enough that I'm still playing with my original Rift, using external headphones and continuing to put up with the scuffed lenses. I'll probably just eBay the new one.

So what does this have to do with Vive Pro? Well, I decided I want to try one. It's ordered, and on the way. I read enough comparisons to make it sound very appealing. And while I do have a high-backed chair, I think I'll be OK, since I lean it back far enough and use lumbar pillows, that my head usually leaves a good gap from the head rest.

My questions relate to the image quality. How are the black levels? Or more specifically, the near-black colors? Does everything that is smokey and gaseous blend into space nicely? I know it will never be perfect. But do nebulae and cockpit smoke have sharp edges with anomalous red or green halos? That's the one thing that will make me furious. It's the beauty of space that keeps me playing. ;)
 
Reviving this thread, if you don't mind. :) Let me set the backstory a little bit on where I am, which leads to a couple of questions that I'll probably answer myself within a week. ;)


I've been a total Oculus Rift CV1 fanboy for a year and a half now, and have sold several friends on it, and even gifted one to my father so that he can play with flight sims.

However, Oculus has more recently started to annoy me. I always knew that the resolution, screen door effect, fresnel lens god-rays, etc would always be limiting factors. I even scuffed up the lenses a little bit while wearing glasses inside the headset, before switching to pop-up corrective lenses. And then the audio failed in my CV1, well after the warranty period ended. I picked up a second Rift, which had absolutely terrible reproduction of near-black colors, with a greenish band always visible across the center of the image. It wasn't very noticeable in brightly lit scenes at all, but in ED, being a space game, it was always there, causing annoying color artifacts and unnaturally sharp edges on things that should just fade to black (nebulae, the galactic band, smoke rising in front of the canopy, etc). They agreed to exchange it, telling me that it was "normal" for all Rifts to do this to some degree, but this was worse than usual. Well, the replacement did the same thing, just not as badly. It looks terrible to look out into space, compared to my original Rift. I'm assuming that they changed their manufacturing process and now accept a higher level of voltage leakage on the OLED displays, or something like that. It's bad enough that I'm still playing with my original Rift, using external headphones and continuing to put up with the scuffed lenses. I'll probably just eBay the new one.

So what does this have to do with Vive Pro? Well, I decided I want to try one. It's ordered, and on the way. I read enough comparisons to make it sound very appealing. And while I do have a high-backed chair, I think I'll be OK, since I lean it back far enough and use lumbar pillows, that my head usually leaves a good gap from the head rest.

My questions relate to the image quality. How are the black levels? Or more specifically, the near-black colors? Does everything that is smokey and gaseous blend into space nicely? I know it will never be perfect. But do nebulae and cockpit smoke have sharp edges with anomalous red or green halos? That's the one thing that will make me furious. It's the beauty of space that keeps me playing. ;)

The black levels are really good! Much. much better than the Rift.
 
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