Why is the Oculus better at running E: D than the Vive?

Ok, so I've read and seen most of the comments on these two HMDs. Bottom line as I understand it is that the Oculus has better screen fidelity (text readability) and FPS than the Vive with both headsets running at default setting and on same hardware while running E: D.

Can anybody explain the technical reason for this? I thought the two headsets were pretty similar from a technical standpoint, so why the big difference?

And if FD is supporting both HMDs and are aware of this issue, why have they not made an official statement about this issue?

Thanks in advance and fly safe. :)
 
Ok, so I've read and seen most of the comments on these two HMDs. Bottom line as I understand it is that the Oculus has better screen fidelity (text readability) and FPS than the Vive with both headsets running at default setting and on same hardware while running E: D.

Can anybody explain the technical reason for this? I thought the two headsets were pretty similar from a technical standpoint, so why the big difference?

And if FD is supporting both HMDs and are aware of this issue, why have they not made an official statement about this issue?

Thanks in advance and fly safe. :)

Lots of posts and specific threads about this. In short, there's a bug, there's a workaround for those with enough GPU muscle to use it, FD are working on it.
 
Its the difference between the runtimes, Oculus vs Steam VR and the efficacy of Oculus' Asynchronous Time Warp vs the Vive's Reprojection.

Elite just apparently supports the Oculus runtimes better, and ATW is perhaps better at concealing frame drops in Elite than Reprojection.

Makes some sense when you consider how long FD have been working with Oculus software.
 
Its the difference between the runtimes, Oculus vs Steam VR and the efficacy of Oculus' Asynchronous Time Warp vs the Vive's Reprojection.

Elite just apparently supports the Oculus runtimes better, and ATW is perhaps better at concealing frame drops in Elite than Reprojection.

Makes some sense when you consider how long FD have been working with Oculus software.

So it's a software issue only?
 
So it's a software issue only?

Yes it is a software issue. Outside of Elite Dangerous, you will mostly find visual parity between the two. Of course there are difference in the optics/lenses and people can argue all day about which they prefer but both have their pros/cons. Hopefully FD resolves the rendering issue sooner rather than later.
 
Yes it is a software issue. Outside of Elite Dangerous, you will mostly find visual parity between the two. Of course there are difference in the optics/lenses and people can argue all day about which they prefer but both have their pros/cons. Hopefully FD resolves the rendering issue sooner rather than later.

If what you say is true, then all we need is confirmation and a timeframe from FD. Surely this isn't too much to ask?
 
Developer support is the primary reason I changed my mind about getting a Vive and instead got the rift. All the games I wanted to play either had early oculus DK1/DK2 support or were already working on rift CV1 support. iRacing, E:D, Assetto Corsa, and a few others. I really didn't want to have a HMD and have to wait for games to support it. The tech demos and what not that most of the motion controller games are would definitely not hold me over :|
 
If the issue is ever resolved I might start playing Elite again. Fortunately there are some great new releases coming out so I'm in no hurry.
 
Having used both rift and vive with ED, i would add to earlier post that also a big difference ( for me ) is the overall clearer picture. ( something to do with the lens types ).
Vive seems to go way more blurry towards the edges. Also the screendoor effect was more noticable on the vive.
 
I would NOT expect a fix soon.

From Lavecon they dropped the confirmation I suspected and that is, this would require a rewrite of nearly half the rendering pipeline in the game engine.

This is the very definition of not an easy fix.

This is the most complicated, nastiest time consuming and expensive part of the whole game engine to do anything with and it would take a long long time to do.
I doubt they would start until they need to switch to a new directx runtime for other shinier reasons.

By my guess not before season 4.
 
Even though there is the alising bug some prefer to play with the vive. If you have good pc hw you can get rid of most issue. The vive has better lenses with less optical artifacts, panels with better contrasts making explosions and stars not look so dull and a better FOV. Even though the vive is heavier a lot of people prefer to wear the vive for longer time due to better padding and ergonomics, but the last is of course completely personal preference. With the 1080ti and titan x around the corner the issue will be even less visible. But it is sad that FD don't support this issue properly of course. I am certain that this is not such a hard issue to solve as some claim in this thread. It is just a matter of priority and business.
 
The vive has better lenses with less optical artifacts
The vive uses simpler lenses. The Rift uses lenses that reduce the screen door efffect, but at the cost of more god-rays. It's a trade off. There isn't a "better" and a "worse"; though the trend seems to be to prefer the Rfit.

panels with better contrasts making explosions and stars not look so dull and a better FOV.
They both use the same Samsung panels. There is zero difference in contrast in the hardware.

Even though the vive is heavier a lot of people prefer to wear the vive for longer time due to better padding and ergonomics, but the last is of course completely personal preference.
Yep. Again trade offs that effect different people differently.
 
Question is if they will fix this sooner or later. We have 2 other VR headsets in development using OSVR. If they don't fix the issue before the release of those headsets then it clearly shows where FDev stands with VR and aren't really all that interested in supporting it fully.
 
E.D. has been working with the Rift for ages - i.e. even before main release with DK1/DK2 (I believe) - support for Vive only came later. So it's had more time to be refined/improved - that's probably also a factor in why it's better in the Rift.
 
Sure the panel is the same but the integration of the panels in hardware is different.
The lenses you look through are different. They both use fernell lenses; but the rift has added vertical sculpting and diffusion; the latter to lessen the screen door effect.

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I'm pretty sure lenses can affect contrast.
To some extent, yes (I spend a lot of time doing photography); and certainly the difcussion can effect adjacent areas. I haven't seen anyone mention a difference though.

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E.D. has been working with the Rift for ages - i.e. even before main release with DK1/DK2 (I believe) - support for Vive only came later. So it's had more time to be refined/improved - that's probably also a factor in why it's better in the Rift.
They support it at all, so yay. ED Is the main reason I have a rift and a rift is the main reason I put time into ED.

But they haven't even managed to get ED to remember graphics settings for non-VR; such that I need to change my settings manually each time I switch. I don't know that they've really spent much time on either (see: their release of engineers without any way to store modules or commodities). For whatever reason FD has a lot of started ideas but few finished ones.
 
Also with elite the render pipeline extreamly simplified is working like:

Game > Rift


With the Vibe it is:

Game > SteamVR > Vibe


If you launch Elite though Steam it will run:

Game > SteamVR > Rift

And it gets the performance hit that Vibe users are seeing now.


This is why it is recommended that if you have the game via steam, you use the launcher directly though the local files and do not launch though the steam launcher as it will allow SteamVR to hook into it.



also, make sure that in SteamVR, the "Desktop Game Theater" is turned off as that is running in the background as default and is another render pipeline that is always going otherwise even if you are in game.
 
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Also with elite the render pipeline extreamly simplified is working like:

Game > Rift


With the Vibe it is:

Game > SteamVR > Vibe


If you launch Elite though Steam it will run:

Game > SteamVR > Rift

And it gets the performance hit that Vibe users are seeing now.


This is why it is recommended that if you have the game via steam, you use the launcher directly though the local files and do not launch though the steam launcher as it will allow SteamVR to hook into it.



also, make sure that in SteamVR, the "Desktop Game Theater" is turned off as that is running in the background as default and is another render pipeline that is always going otherwise even if you are in game.

Informative and well written. Thanks. :)
 
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