#virtual-reality
1 messages · Page 111 of 1
I'm running the Aero at 30PPD (so one setting below native). Still looks much sharper then the Reverb G2, but at least most games run at a decent framerate in that setting. I use native for Simulation titles
And its one of rare vr games that are cpu hog by world and avatar stuff
Boneworkers is CPU bound too
Well a lot of games are tbh
I had a r5 2600 and hlvr, Boneworks were running poorly, where in flat screen games this cou is fine
In VR it's mostly Boneworks and VRC that are CPU bound. Usually it's the GPU that get's pinned way before the CPU does in VR
Yeah yeah but it's a but more important than in flat screen
Its like many vr games have pretty poor multicore support
Vrchat while can make use of many cores still have strong bound on single core performance
is my Ryzen 5 3600 limiting my performance? my gpu is a 3060 ti, my link cable is usb 3 5gbps, my refresh rate is set to 80 and I have my quality on the reconmended one
some games i struggle to hit the 80 mark while staying atound 50-60
When the bottleneck is at encoding/transfer on Quest Link/Air Link/VD, it won't show up in the framerate of the game.
But Quest Link is still heavy on the CPU, and if the game also requires lots of CPU power, well, then there's your problem
maybe you should investigate which part is pulling your performance down
this can include cpu, gpu, link performance, bandwidth, throttle, latency
Regarding this cable, I did end up ordering one, and it arrived to day. Works just like the official Varjo one. Although, I should mention that the connector casing on the Lindy cable was a bit bulkier, making for a tighter fit in the HMD end. All in all, for 100 bucks, still a cheaper replacement cable then one for the Index xD
What is DP 1.4 alternate channel support ?
USB Type-C has a feature known as DisplayPort Alternative Channel (no idea why they named it that, but there you go). It doesn't specify what specific version of the DisplayPort spec is being used, just that the port/cable supports DisplayPort via USB Type-C. DP 1.4 is just the Version 1.4 of the DisplayPort Spec, which at a full 4 lane connection allows for 8K@60Hz and 4K@120Hz (32.4Gbit/s)
A number of Monitors have support for DP Alternative Channel, meaning you can just plug such a USB-C cable directly into the monitor to use one cable for the video signal and an integrated USB hub. A number of laptops also implement such ports, especially ones that have an AMD CPU (due to the Lack of Thunderbolt on such laptops)
Ho this is neat
Or you can use a sort of Linkbox, like one that is included with the Varjo Aero, that takes in DisplayPort, USB and Power and injects it all into a USB-C Port...
Well, on the one hand, USB-C makes a lot of things easier, but one area where it makes things a lot more complicated is finding the right cable. I had to hunt down multiple different stores before I found a cable that matched the specs needed for the Varjo Aero. Once I had the part Number, it was easy to find on Amazon, but none of the stores search functions were particularly great, and most listing doesn't even include the supported data streams as specs, instead opting to just write them somewhere in the Text...
Yep but i have to say you had a very specific need
Usually all USB C 3 cables are fast enough for a lot of things
Well... most USB-C Cables are rated either for USB transfer only or for Thunderbolt...
Yes
Thunderbolt, due to it's very strict timing requirements, doesn't really support cables that are longer then 1m. There is this one fiber-optical cable from Corning, but it doesn't transfer power...
So try finding a long cable that supports both USB data transfer, DisplayPort and is longer then 1m. All stuff that is supported by the specs, but finding a cable that supports it is the problem. Mostly you'll find cables that are rated for USB transfers only (Like the Quest Link or Vive Focus Streaming cabke)
A lot of devices actually require power via the cable, so not having it is pretty much only ok for docks and such, where you'd have an external power input anyways...
Oh, and btw. as I just mentioned it, the Vive Streaming cable looks to be exactly the same as the Oculus Link cable, just without the Oculus branding. Same price as well ($79.99)
Official Vive cable ?
Although, actually... Oculus has rated their cable for "only" USB 3.1 Gen1 speed (5Gbit/s), whereas the Vive one is rated for USB 3.1 Gen2 speed (10Gbit/s), so double the USB transfer speed
Maybe an upgraded version
Could be. Based on pictures, I'd guess it's the same supplier. Might be that the Vive one has a different chip inside that is faster, and Oculus is just cheaping out...
These are all active fiber-optical cables. They have a chip in each end that converge the signals from all the different Pinas in the connector and send it down a super fast optical link, and on the other end those packets are then untangled and sent out the connector. The actual fiber-optical strands may be cheap, but each parallel strand you put in, makes the cable more expensive as they all have to be aligned and whatnot, so most of these cables go for just a couple of strands and converge the incoming parallel signals into a super fast serial one and convert them back afaik
I mean, Linus talked about this in their Corning 50m Thunderbolt cable showcase, where theirs has only 4 strands, two for each direction...
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It's time to finally show you the secret sauce that makes my home office possible - Corning's Optical Thunderbolt 3 Cables are ready for the masses after months of fine tuning and...
But is the latency really that bad with regular cables ?
Well, for Thunderbolt, yes. but not just that, cross-talk also get's more of a problem, the longer the cable is and the faster the link inside the cable is.
Also, any copper cable acts like a resistor, so the longer the cable is, the weaker your signal becomes. That's why any USB cable longer then like 4m comes with a signal booster attached to it, so that the signal is still readable by whatever device is plugged in on the other end
Like when you use a longer straw it becomes harder to get the juice passing thru
Yup
A Signal booster usually just uses the remaining signal to control some sort of switch (like a transistor), so they don't really add any latency, but they do add cost and are usually quite bulky. Plus, if the signal is too noisy or too weak due to cross-talk or the general cable length, a booster doesn't do anything. So that#s where fiber-optics come in, which allow for crazy long cables, but without copper strands to transport power, they are signal carries only. So cables like the Vive Streaming, Oculus Link or the Varjo Aero cable do still carry some copper strands for power, but all the data is transferred via optics
Fiber optic cables can be pretty much infinite if there's no light leak
Eh. You will at some point run into timing issues. The reason Corning has released their Thunderbolt 3 cable with a maximum length of 50m is because of the time it takes for light to travel more then 50m round trip would be more then the typical PCIe timing windows would allow for. So making the cable longer then 50m would result in strange behaviour
And even if that wasn't the case, the light still encounters some resistance, so after a certain length, you'd still need signal repeaters. It's just that this certain length is beyond what any consumer might encounter. Like oh, I dunno, beyond the 100m mark?
0.000000016 seconds or 0.00016 MS to travel 50 meters in a straight line, so something like x1.5 since (assuming its traveling like in the picture )it's basically 0.00024 to travel 50 meters
Wikipedia : it is not unusual for optical systems to go over 100 kilometers
So for a 100 meter it should be no issue
Watch Linus's video about what I meant regarding the timing issues. Regarding the length, well, I said beyond 100m. That doesn't mean a signal booster is required at exactly 100m. More like undersea and cross-country fiber lines do on occasion need signal boosters because of their massive lengths
fun fact data transfer with less latency in vacuum
thats how starlink can benefit to connect from one satellite to another
Yeah sure, let's build hyper-loop tunnels, but just for laser light data transfers 😉
not too bad
there is a country that have internet depend on rail company
like they use railway to also carry cable
2 birds in 1 store
yeah its in Armenia
so why not hyperloop and data at same time
I was more referring to building small diameter vacuum tunnels just for data transfers xD
Hyperloop in itself isn't a bad idea, just not very practical, as you'd need to pull a vacuum every time passengers get on-board the train
Thing is, it doesn't matter if the fiber line is inside a vacuum tunnel or not, as long as the light travels down some material. It only makes a difference once you stop shooting the laser down a fiber and instead shoot it down a vacuum tunnel. Only problem then is, you can't have any bends in your line...
its more expensive than fiber
and maintenence
so... unfortunately its not feasible
also latency difference is not enough to justify the cost
people may benefit from this probably stock traiders who live in Europe and want to buy what is happening in wallstreet
which latency usually go at >150ms
It was more of a joke. The whole thing just isn't feasible, just because of the limitation of no bends. The Earth is curved so at any length where it would make a measurable difference, you'd probably get issues with the earths curvature...
Do you guys think the rtx 3050 will be able to run games like half life alyx? And do you think the gpu will be worth it to get
It’s costs $250 US
considering the market and how bad 6500 xt is uhh if you can get it for 250 yes and I think it runs alyx at leasti with low settings also depends on your headset
it will run fine
i dont think any RTX card have issue
at worst case you will run good on low settings
Wishful thinking here I'd like to see a qdoled on the next index hmd
It fixes all the reasons that valve opted out of oled
But doubt it will happen as they would have to rely on samsung to make the displays and valve usually doesn't like relying on other companies
now that hardware been cheaper i want to see someone revive WMR quality at much lower price
image vr headset for masses that is like quest 2 but with cutting cost off the computer and the quality back we can get even cheaper headset
Honestly would love to see that however they cannot use the mixed reality portal
Unless the seriously change how it works
back then Lenovo Explorer was cheapest WMR and at least it was better than first generation of PCVR
The mixed reality portal is nearly unusable
Exactly
and maybe possible console level of optimization running VR OS
hope SteamOS improves that way
Atm Linux is not capable of the vr api
technically you can do a lot of go around as long its on Vulkan API
its a long complicated process
I think atm all vr renderer use a direct vr compositor
It would take alot of heavy lifting to design a Linux compatible compositor
there is already an attempt but it costs hefty price with horrible Intel Tiger Lake https://simulavr.com/blog/technical-overview/
someone should try this again with AMD APU with RDNA2
and yes it runs steamvr
does not even look fancy
Well funny you mention that
sensor could be cheaper
but they made a linux distro for vr
very cool project
Rumors are that valve is developing a standalone vr headset
Labeled the deckard
And uses the hardware of the steam deck
valve have good enough power to make AMD semi-custom deal so if they managed to get custom APU for steam deck i bet they can on vr too
To run full desktop vr games
however valve is not the type that make budget friendly headset
all they do must be flagship
they push limit
Rumored was starting at $800
For the headset alone
And it would be capable of being compatible with base station setups aswell as inside out
thats fine
well its flagship after all
it seems every hardware valve make comes with game that make use of full capability of that hardware
in response of valve intel valve made half life alyx to boost it
now steam deck get ridiculous support for linux
i wonder if next vr headset from valve comes with something like that
Honestly looking foward to my deck in feb
And with it the release of steam os 3
Bc we've been drowning with os 2 for too long
Also with the release of os3 we may see a change in the steamvr steam browser thing
As it is literally just big picture mode
In vr
lol slow down i still havent max out my quest 2 resolution yet
i just need a gpu for it
Honestly the resolution on the index is my only gripe atm
this is why the best deal you can get at best quality is Vive Pro 2 + valve light house + knuckles
and its cheaper than index in fact
yet better
its an odd combo yes
but ya there is your option
The 144hz is unmatched at the price point
for us poor vr gamers i want cheap alternative to finger tracking ugh
community have been really good at cheap full body
Well fret not
but no good cheap finger tracking yet
Things are coming
can we get at least a cheap lidar sensor attach on controller
Honestly another thing that I don't know what valve is gonna do about it is that the index controllers only linearly track fingers
No side to side
i dont think so its already really good
maybe like
make mini light house attatch on finger
reflector sticker with camera?
Also no thumb positional
infrared camera on finger?
Unless your are touching it
even if they release you think it get instantly outdated by brain controlled VR?
Valve is really really into that actually
Gabe goes into full detail about theyr studies on that
I think full finger tracking could be done with alot more sensors
But it would be unreliable
lol you cant even do ASL sign for "R"
I personally think we cannot abandon the controller concept until we have brain interfaces can interpret controls
Then we can move to gloves
not a fan of gloves alone vr should always have buttons and nubs
The point where gloves can replace controllers is the moment a glove can simulate you holding a controller. Because let's face it, most VR titles are not going to support gloves unless gloves have somewhat of a market adoption...
yeah not like the etee one
the etee controller beats the essential buttons like that
I saw one design that had controllers that strap to your chest
it only makes it worse than HTC wand
And you use gloves until you need a specific input
Then you grab the controller off your chest and then you have buttons again
And the controllers are on a wire
That retracts them
not a fan of that
Imagine using a wired controller... Soo 2005...
not a fan of those weird tacky controllers
i just want controller with console like buttons while full hand tracking
I was mistaken not wires
Magnets
And it was in ready player one
With the loyalty centers
So in the scene of ready player one where wade is talking Nolan and he has to turn on the emotion suppression thing
He's holding a pair of controllers along with haptic gloves
So having a readily accessible controller on your chest you can grab to get controller inputs that can't be done with hand gestures would be a decent solution to the problem
Not wanting to do that is kindof having the cake and eating it
In social games the hand gesture controls should be fine
But something more complicated like zenith
Would require dedicated inputs
That is without heavy ui work
Fastest solution is tracking gloves with controllers
But at some point applications will get to where it isn't needed
So. Here I am sitting in my first day of college classes. My database management teacher has a valve index sitting on top of a cabinet in the corner of the room and I can't stop wondering what it's for
crazy guess but it might be for a valve index
I asked her and she didn't even know what it was. Turns out it belongs to my linux operations teacher, the same guy who had the windows activation watermark on his screen the entire class. I'll have to ask him what it's for on Monday
I've just been reminded of the time I had a VRC meetup but forgot to charge my controllers so I ran an extension cord up my back with USBC cables plugged in at the end that ran down my arms into my controllers. It was really scuffed and I unplugged them by accident a bunch but it worked
you can, if you are using an advanced gesture avatar you can, though most people just take 2 fingers and rotate them to face themself
The Helping Hands VR community has a lot of avatars with advanced gestures. or if you have a quest 2 and are able to use Link (I think it may work with HTC Vive too) you can just hand track, though it is a lil buggy when your hands leave view of the cameras
plus if you learn the avatar you can unlock pretty much every gesture you can use irl, if it supports that. Or if it doesnt you can just take the avatar to unity or another avatar editing app and create those gestures for it, though that is much more difficult imo.
i am aware
its just still require you to get used to something different
the problem is you cant sign the way you always have been
and such solution is just a compromise thats temporary until it can truly track our fingers fully accurate
talking about the hand tracking? or the advanced avatars
that is true, but its gotten so much better than previously
just that i cant cross finger R so i had to use alternative instead
Oculus hand tracking works nearly flawless. The cameras, if clean, will pick up every movement of your fingers nearly exact. The only issue is if you tuck your thumb under your fingers I dont think it will track that very well
and alternative is not permanent solution
i had to twist my hand instead
the "R" sign
I could send you an avatar I use thats advanced if you want. It works great for me and is quest/pc
i know that exist im just saying the avatar that do that does not reflect the gesture you do everyday
in real life
you do it accurately in VR
but you are not IRL
and that is the issue
accurate gesture avatar is just temporary solution
yeah, thats why I somewhat hate vr sign
and im afraid it causes bad habits
its builds bad habits to use irl and when translating to irl you may find difficulties in signing because youve become to accustomed to pressing buttons
the best way to combat that is to either get valve controllers, or hand track. It builds a habit that isnt nearly as bad and is much more accurate to real life
though valve controllers are still extremely limited too
yeah but even valve controller cant fully cover ASL
well there are just minor so i guess minor issue
yeah thats why I dont suggest. the 150 USD pricetag isnt worth the limitations if youre trying to use asl in vrc
and i know there are people dedicate their life in VRChat especially the mutes
this may cause a dialect-like situation
lol yeah
but you can really notice who is and isnt native to using sign irl based on their 'dialect' in vr
especially how long someone has been using sign irl based off if they use more 'outdated' signs or not when using vr
idk if its good or bad if after we get perfect fingler tracking and dialect remains
it just create new dialect that will live on
id say probably pretty rough
the vr 'dialects' ive noticed are really bad when translated to irl
it seems almost ailenated from actual sign
as a semi-native asl signer ive been confused from these extremely different variations of 'dialect' from one person to another
just the letter R shows the true difference in these dialect like differences. Ive noticed people sign R in around 8 different ways, though 4 of them were nearly the same
but yeah, its definitely confusing
at same time i find it cool internet can create dialect
dialect can not just created from isolated geography
yeah, its quite interesting how the internet is
Does anyone have any VR game recommendations?
ive played the usual, Job Sim, RecRoom, VrChat, beat saber
but im looking for somthin new
Quest has some exclusives and is just the headset, for the rest you will need a PC + headset
Valve (steam) makes a headset called the index, full kit goes for 999 USD
HTC Makes headsets
Meta makes headsets, like the Meta Quest 2, and the Meta Rift S (Discontinued)
those are the three major ones tbh
theres a bunch of startups and other companies making vr, but the space is mostly dominated by Meta, Valve, and HTC
which one?
Ill just send here
find the one you like and bookmark it
i have so many newegg bookmaks 😭
Have you explored normal games with vr mods?
Like games but you get vr capability in vr
Hitmen 3 PCVR mode is supposedly launching today? Saw their roadmap reveal from a couple of days ago today and PCVR mode was marked with a release date of Jan 20th...
Jup: https://ioisupport.zendesk.com/hc/en-us/articles/4417185915025
So if you're a fan of Hitman, you can play it in VR starting today (once the Patch 3.100 is out)
They list the Reverb G2 as "incompatible" though 
I'll test their claims...
Nah cause vorpx is expensive
If you have a good enough system and like the catagory, onward, pavlov, and H3 are good fun!
Also, fun announcement I only realized before sleeping in vrc with a friend, bro, pt is WEIRD. It felt like I was drunk only where they touched my avatar. It felt like fuzzy and warm and omg I love it. Anybody else out there experience this phenomena?
i tried to sleep in vrc before i just could never get comfortable
and the cables
arck
I switch to my oculus quest 2 because its a much slimmer model and I have pillows to cushion in comfortably level with my head, but yeah its quite lovely when you get to a world that doesnt have screeching children
i have a nice world i liek to go in
and my main headset is a Glorified Rift S (Quest 2 + Link Cable)
Ive found winter solace is a great world
lol yeah
Rainy Road is ncec for me
I really like that world
The sounds of the rain and van is just mwa
Yeah
I natrually lay on my side holding a pillow so its a strugle to get comfortable on my back
cant lay in a fetal posistion with plastic on ur face
Thats fair, I typically lay on my side too and ive found resting the vr on a stronger pillow beside the pillow my head is on keeps it supported so I can see fine and is comfortable
might try it on the weekend idk
i might find a video to play on the in game tv cause i nornmally sleep with somthing on
Personally I slept great because I was able to fall asleep feeling the phantom presence of a friend. I suggest it though!
cries in few friends
my friends lists consists of irl friends and a few others i met randomly
but mostly irl friends
The deaf/mute/sign language community is a great way to learn a new thing and find friends. Its where all my friends are from lol
i already have a weighted blanket so maybe the headset will just provide a new enviornment
ive seen some people say they slept in minecraft via Vivecraft
Yeah maybe, I hadnt used my weighted blanket when I slept so maybe ill try it tonight!
i use mine almost every night, its hard to drift off without it unless im super super tired
Thats neat, though I feel the world l be too bright and invasive
brain.exe will stop working when i wake up in a place that isnt anywhere ive been
cause that world isnt similar to any place ive been irl
and i hope the cables wont wrap around me
lol yeah I was a lil confused when I woke up in a room with an overflow of rgb lol
my friends and i: live 5 minutes away by car
also us: ahha vr chat go brr
If you have a pulley system, or just place the cable at the top of your bed and has some slack youll be fine
Vrc is just a new and neat way to interact with people tbh
If you tie it off to the headrest on your bed, no tangling issues for you!
but still dislike meeting new people
Same
i have the cable strapped to my headset , and then a lot of slack until it reaches my desk, at the front of my desk its tied off again so i can smoothly organise it with my other cables, from there they all run to the usb ports on the back of my pc
made sure to keep my USB 3.2 Port clear for the vr
i tried to sleep in vrc several times
i get really dedacated and then start laying down and eventually give up
lol
i wish I had a silk strap, not the eliete or standard
Try the world Rest and Sleep (insert chinese?)
more like a soft comforting strap
It has around 200 active players
i tried 2-3 different worlds
most of my attempts were made in rainy road
Plus theres a dark blue room, an orange room, and a whatever room
i had better luck turning on night mode before enabling oculus link (aka glorified rift mode)
Thing is, sleeping in VR isn't really that good for your brain. The human mind needs proper rest, but it doesn't go into deep-sleep when there's light constantly shining on the eyes and too much noise coming in the ears. There's research that has been done on this (not with VR, more with light pollution in general)
I mean, everyone their own, but it is how it is...
i fell asleep once or twice for like an hour or two
and i usually woke up witth the headset beside me completely or almost off
It's more like a nap really...
Huh didnt know that, I presume I slept good because apparently a kid joined while I was asleep and ear friked the lobby then left and I slept through it.
any other tips for being comfortable?
Any recommendations on the best VR setup?
Depends on your budget
You could spend literal thousands on the VR headset alone or spend as little as 300 bucks for a full setup
what makes the index far more expensive compared to things like the Meta Rift S, Meta Rift, HTC Vive, etc
extra stuff from high refresh screen, milimiters accurate light house, finger trackign controller
its a solid all round in standard specs
Because Meta is subsidising hardware with User data and software sales. Keep in mind that the main business of Meta is still advertisments.
The Vive is discontinued so that makes it cheaper. All other headsets just are more expensive due to more expensive components (like Lighthouse tracking), no subsidisation and well... because they don't sell the devices at a loss
also the method of tracking is not so cheap
the quest and rift are cheaper while in high spect is well... Meta
because you are paying with data instead of extra money
Honestly I think that the headset at least is overpriced
I mean is the index even that expensive compared to others(headset alone not the 1k full set), ye a bit maybe. But its also one of those ''I suck at absolutely nothing, but Im not a king in anything but audio/mic'' also controllers.
how did my games start running like dog shit after going from rift cv1 to index? i even tried setting the resolution to match the cv1 and the fps is still low
ai im hella new to vr but i jus wanna play some simple games, what is a VERY budget friendly headset that you would reccomend. Btw please something like the oculus quest cuz ion got a pc that supports vr
i may be being way too picky
i have no clue
yeah, the amount of issues with the lenses controller triggers/buttons. the dying pixels, the base stations failing, and many more issues has somewhat made the headset not worth it unless you seriously have the money, or collect vr headsets as a thing.
Oculus Quest 2
at 300 dollars its the top of the game
the only issue is that you are selling your data and privacy along with the 300 dollars, hence why its so cheap.
but with the supposed hope that you wont have to pay your data in the future, its an overall good headset for price and general feel
personally I cant say anything bad about the hardware itself. Its a good headset for the average vr joe and feels good while using.
Its a necessary overengineering
Before Index people were only getting low quality headset and some say at this rate vr will die
People werent able to get a realistic probability of getting high quality headset to the consumer hands
This is why in Linus review video on Index he says "Maybe VR isn't head after all" indicating Index os proof high quality VR is possible
Its not designed for mass adoption but designed to proof if companies tried hard VR can have space in the industry for gaming
If you're talking about the Meta account stuff. Forget it. The "Meta" accounts are prolly gonna be just the same as the current Facebook accounts, difference being that they are called different and maybe have support for usernames. Their plan is very likely to unify the login systems amongst all their platforms (Facebook, XR, Instagram, WhatsApp) into one system, and call that "Meta Account". Privacy wise, it won't change anything. Maybe it makes it even worse (considering that the privacy policy of Instagram is even worse then the one from Facebook)
Hopefully one day in the near or distant future Facebook will get sued out of existence
It’ll stop all the soccer moms from spending 4 hours of their day on it 😆
Or at least their XR endavours are gatekept so that competition has the ability to even exist... (which, let's face it, is what is the more likely thing to happen with the FTC having a close eye on their XR acquisitions now)
XR is the overarching term for AR/MR/VR
AR is when a transparent screen overlays information over the real world
MR is when you see a camera feed of the real world overlayed with virtual information
VR is when you see a completely virtual world on a pair of screens
At least these are my definitions of these terms
So, as per my definition, the Lynx R1 is a MR/VR headset, whatever Apple and Google are doing on their phones is MR and the only true AR HMDs are the Magic Leap, Google Glass and Microsoft HoloLens
Does anybody here happen to know where the best place to buy an Oculus Quest 2 in Canada is? I'm currently looking at the 128GB version at Best Buy for $400, but is there anything better?
facebook was made for mental unhuman people like Mark Zucc to live
truly says in the platform
and the Facebook Research Karens ®
Thats the correct price. I presume you mean 400 CAD and thats the exact price it should be.
I really like the Index, it’s super robust in what it does, has never randomly failed me (knock on wood lol) and the tracking and overall experience is seamless. Some of my friends got motion sick with the Vive and Rift S (especially jeez that thing sucked) but that hasn’t been an issue for the dozens of people that have used an Index
im considering buying the index via paypal cause paypal lets u pay in installments
instead of having to pay 999 US upfront
Index is worth it if you can make use of its full features
dont buy Index for like your GTX 1060 PC
Actually, unlike the Quest headsets that don't do well with lower end hardware due to the compression that takes place to get the signal to the headset, the Index makes use of a much wider bandwidth connection, so it actually handles lower end hardware better than you'd expect
Like, I wouldn't use a Quest on anything lower than like an RTX 2060, but I've actually run my index on something as low end as an RX550. It wasn't the best experience, but it was definitely playable, which is better than you'd be able to say about a Quest
thats connection has nothing to do with performance
the performance is far more important
It's kinda funny how a cheaper headset doesn't do well with lower end hardware, but a super expensive headset works pretty okay with it
I was talking about the quest 1 but ok. I'm just saying a GTX 1060 is perfectly fine for an index
same res
quest 1 and Index same res
the factor of compression is not much and improved overtime
also at best it adds latency and processing
Also I have a theory that because of how different Quest headset are connected to pc compared to tohers headset i believe the compression only uses CPU
other vr headset plug directly to graphic card meaning gpu will be the direct output to vr headset
but because Quest uses USB protocol it has to pass through PCI-E which goes through CPU hence CPU is responsible to bring out streaming and will be the one that uses resources
the most likely problem of 1060 is probably you will never be able to max out its refresh rate for most of the time
which is a waste
but its fine for future upgrade but then you might stay for newer , cheaper and better headsets
I can't even max out my index's refresh rate
Personally, If I were worried about my system specs, I'd try to avoid the index and the FB HMDs all together and steer more towards an OG Vive. It'd probably provide a better experience for the price of the entire setup regardless.
I was hoping I'd finally be able to get my friend a VR capable card once the 6500XT dropped, but seeing everyone's coverage of its launch, it would appear I'm gonna have to keep waiting. Maybe the 3050 will finally end this nightmare
wth that card performs worse that 1060 and 580
dont even think of buying it
absolute horrible of a card
especially its 4 GB VRAM and 64 bit bandwidth, no encoder
Ik, that's why I said I'm gonna have to keep waiting. Even at MSRP nobody wants it
its a big meme how bad and overpriced that piece of crap is
might as well hunt for used cards instead
I've been doing precisely that for about a month now. Best I've been able to do so far it 980ti's for $350 and 1070s for $400. But my friend is hoping to spend less than 300, which is why I'm hopeful for the 3050. Comes out later this month, 8gb, supposedly pretty okay performance, and should launch around 300 or less. Seems perfect as long as I can get one
get 980Ti and be patience for a year
I've met soo many people on vr that get the 1060 bc ."it can run vr." But they got the 3gb model and are frustrated that it doesn't work well
can confirm this playing alyx on a 1070
On my secondary rig I've got a 1070 that should be just fine but it's bottlenecks to hell by an 11 year old cpu
Precisely why I bought a 6900XT. Handles 120hz 200% render resolution like a champ. 140hz gets a bit too warm
Just ordered an Oculus Quest 2. Does anybody have any seated VR games they would recommend? I have of bunch of standard ones on my list to check out, but other than Elite Dangerous, I don't know of any good seated VR experiences
job simulator worked good for me seated, with a spinny chair though
Idk any standalone games
i cant even get a good damn graphic card for vr
Steam is fine. Doesn't need to be Quest-specific games
Lmao I tried to run vr on a 950m
how’d it go?
The stutters made it nearly unplayable
there are people playing GTX 1050 2GB mobile
Most of my early VR experiences were seated. You'd be more hard pressed to find games that can't be played seated, as most of the good ones have snapturn/smoothturn and virtual crouch options.
for beat saber
you might wanna use the accesibility for ducking if u play HLA
i’ve found snapturn not as natural as just looking around but it still works of course lol
The lowest end GPU I've ever played beatsaber on was an RX550 4gb. On index it was playable but was pretty blurry, on oculus it wouldn't even run.
ah yeah, I prefer snapturn cause it's faster, my sister likes smooth turn because it's less nauseating. It's all preference
you may want to settle a >72 fps target for starter
I don't think it was necessarily the 950m that was the problem
cpu bottleneck?
The stutter was probably mainly coming from the 4th gen i7
yep probably that
i personally find snapturn less nauseating but that’s just me
I'm lucky enough to have 0 motion problems in vr
i frequently get 40fps and i do get sick if i dont stand still
Assuming that's Half-Life Alyx, it's already on my list. Lol. Looking more for things designed for seated play that I can play at my desk instead of in the next room where there's actually space for regular VR
only thing that’s made me sick is that half life one port
It helps to have higher refresh rate
SAME she says it's disorienting to just snap in a direction than having it smoothly go there, but in my opinion, the motion blur is way worse than the snapping.
not a vr game so that expected
try blade and sorcery?
Tho cyberpunk vr did make me feel uncomfortable
snap user here it really helps better
yeah aha, unnatural for your fov to move without you moving, while with snapturn it fades
low spec vr gamer
I absolutely despise the vignetting that happens in some games
I always turn that off
Like in skyrim vr
if you don’t get sick that’s great
amd fsr uses only gpu right?
Yes
i wish i can offload my cpu somehow
I turned on vrss on my 3080 and tbh I can't see it doing anything at all
i have spare cpu horsepower good for loading world and avatar but does not help fps
did you get this kind of feel when it only sharp at centre?
then maybe res is so high its unnoticable?
Might be that I'm already rendering 250% of the index
So its probably not even turning on
I left it on adaptive
I can manually turn it on
Yeah on my secondary rig I realized just how much cpu bottleneck there is where in vrchat I can triple my res and not lose any fps
And then also half the res and not gain fps
anyone tried modifying virtual reality pre-rendered frames?
I've tried it
any fps improvements?
It couldnt tell it did anything
cpu usage change?
If it did anything it would be to gpu
It would probably mainly lower latency when you turn the number down but has greater risk of dropped frames
i want to figure if there is a way to offload work to cpu more tha gpu especially vrchat
Having that number higher would do the opposite of that
You may want to set it to 0 if that's possible
Lower res would help
If your willing
And safety settings
It's only made for headsets with eye tracking
Its not like I need it
I already have stupid res and plenty o frames
But thats interesting bc it doesn't mention that in the description of it on thier website
Or I missed it
But in Boneworks you can get this by using the fsr mod, native or even super sampled, and the side are upscaled
You can also turn on driver level resolution scaling
I don't know how it plays with steamvr tho
You can super sample in steam VR with the resolution scaler
Hate to pick out this "old" Topic, but I can't help but correct this statement.
The Quest 2 has a higher physical resolution resulting in less SDE, but from what I understand the PCVR res for both the Quest 1 and Quest 2 is the same, and the Quest 1 already transferred the image at a lower res then the Index. Comparing the two, the Quest 1 image looks noticeably softer (like running the Index at maybe 70-80% render res). As that's the resolution transferred to the Quest, nothing can be really done to sharpen up the image (other then PostProcessing effects like what Oculus is doing now with "Sharpen+"). Apparently VD does have a higher res on the Quest 2, but considering that the SOC is the bottleneck, I don't believe that it's native res. You can render that much, but it's wasted resources tbh...
In the oculus app you can set it to 5x which actually puts it through at native resolution
However it begins to compress withough high speed connections
Yeah, but it's render res you're adjusting. The Transfer res is hard-limited to whatever 1x is afaik
Granted, as I only have a Quest 1 I can't really test this (the slider only goes up to 1.1x, which doesn't look any better maybe slightly less Aliasing)
Running 100%res on steamvr with 5x on the oculus app
For the quest 2
Looks better than running 250% res on my index
However I dislike the color balance on the quest 2
And there are compression artifacts when doing the quest wired
The only thing I really use my Index for nowadays is for Beat Saber tbh...
I've been spoiled by the Reverb G2, Vive Pro 2 and Varjo Aero in terms of resolution...
When wireless at 200mbps bandwidth limit there is no compression
But a bit more latency
Honestly I would consider higher res headsets but there are features on the index I'm not willing to give up for res
The only thing about my index I don't like is the lenses. They're really... glare-y. Idk how to describe it. If I'm not looking into them at just the right angle, it's like there's a huge godray obstructing my vision
What kills the Quest for me is actually the Latency. Even in wired mode, I can see the controller lagging behind my movements. It's especially noticeable in Games like Beat Saber or just when waving the controller back and forth. Looks like it's moving through jelly (motion prediction to reduce the effects of latency rears it's ugly head here)
That's hardware level too can't be fixed
It's fine in Standalone for me o.O
The polling rate for the tracking is rather low
So it doesn't report that often
Its smoothed on desktop
And that's where the jelly comes from
Ah. That may be why then...
I have 0 problems hitting cuts in faster songs on Standalone, but as soon as I run the PCVR version, I constantly miss cubes (either because the controller was a couple of frames late or because the smoothing pulled the controller away before touching the cube >.>)
Dunno how people can play Beat Saber PCVR on the Quest tbh
I'm looking for an excuse to upgrade from my Index, but the only thing that could really tempt me at the moment is if a headset came out that has better res and lenses than the index, does wireless PCVR at comparable performance to the wired index, has similar or better FOV, and works with the index controllers out of the box. So, basically... the index, but wireless, and with the varjo aero's lenses and pixel density.
I find while it's faster on the standalone the actual quality is poor
Both my mom and sister play beatsaber on PC via virtual desktop, on a quest 1 and 2 respectively. I also don't know how they do it
That's why it's smoothed on desktop
does wireless PCVR at comparable performance to the wired
Currently that's only the Vive HMDs. You could consider the Vive Pro 2, but expect the image to look soft (as the Wireless Adapter transfers a much smaller res then native; not that you'd be able to run it at native anyways due to the crappy software adjusting res according to HW)
Honestly the res is the only shortcoming of the index the lenses are passable
But the headphones are phenomenal
Fov is respectable
And the 144hz is big difference for me
Lenses are a Sidestep from the Index in comparison to the VP2. The VP2 doesn't have those pesky internal reflections, and the lens doesn't "light up" the moment you look at something bright, but you'll have tons of god-rays going in and out from what you're looking. It's like the bad properties of the OG Vive Lenses paired with the bad properties of the Reverb G2 lenses tbh
Hopefully whatever Valve is working on right now is the answer to my prayers. As long as it may take
Also I find wmr headset to be nie unusable
The mixed reality portal is garbageware
After valve graces us with the Deckard headset
I hope we see the index 2
I found that the G2 is fine, as long as you don't expect phenomenal controller tracking and use it for SteamVR only. WMR is pretty good at shutting off garbage in the background while SteamVR is running (unlike Oculus who tank performance with all their garbage still running)
If the deckard does wireless PCVR with native steam integration, I'll take it, even if the resolution, fov, and refresh rate are lower than the index. At least it's something
In-fact, in some titles the G2 performs about equal to my Quest and sometimes even better then it...
In my wmr experience the portal was constantly closing my games and steamvr and the controller tracking was awful
Anyone tried installing openvr-fsr on vrchat oculus store?
Deckard most likely is going to have a WiGig 2 adapter if it get's wireless, which should be able to run the HMD at native res, although at a slight latency and heavy performance hit...
So its a standalone with around quest level hardware as it turns out
openvr-fsr, as the title suggests is designed to work with OpenVR (aka SteamVR) applications. It won't run on anything that's not SteamVR unfortunatly
The WMR portal only closes SteamVR when it puts the HMD into sleep, which it only does after like 15 minutes of inactivity (aka HMD laying on a desk without being moved)
It was doing it in game
I wonder since deckard will use qualcomm processor will it be well compatible with x86_64 PC games
prob not
Like standalone, but with the SteamVR library? That'd be pretty cool considering how limited the standalone oculus library is. But I don't expect that to happen
The module has a 64 but processor
Then you had a faulty HMD. It reads the wear sensor of the HMD to figure out if it can even go ahead, and if that sensor is faulty, it probably thought you weren't wearing the HMD. Either that, or your install was f'ed...
The sensor worked
As it turned off the display when I removed it
It did it on 3 computers
Yesterday there was a large Steam VR beta update that added a bunch of new strings and libraries in the background.
Here is a large summary of those leaks + a recap of everything that I believe is being put into the codename Deckard Headset from Valve
Stream VOD going into huge details: https://www.youtube.com/watch?v=TcDN5iSjV1k
0:00 Introdu...
From what I've heard, one of the ideas that Valve had for Deckard was to put the XR2 (with beefier cooling) for standalone, and then have a module with an x86_64 processor inside for lighter SteamVR apps to run standalone as well as a wireless module that uses the WiGig 2 and the XR2 for split rendering
I never had any such issues, nor have I heard of anyone else having such issues...
But what you said about the controller tracking is true...
Cheaper, yes.
Faster, no.
Whatever Apple is doing with Rosetta 2 is only possible as they've built certain x86 instructions into their Silicon. Qualcomm processors don't have that. So performance is heavily reduced. If you've ever tried running like Windows XP or Windows 7 in a VM on a smartphone or tried running x86 native apps in Windows on Arm, you know what I mean. It's just not feasible for Gaming...
then its better to only include x86-64 cpu
Ah yes, hang my APU off the back of my head as a counterbalance like how people put battery banks on the quest 1
looks like a warp core compared to the quest 2 strap
and knowing Valve made deal with AMD semi-custom its not impossible
He goes into detail in the video I linked
it does not explain it
The APU is most likely too hot and power hungry to achieve the sort of battery life Valve is hoping for, so maybe that's why?
@weak bluff
I'd skip to the specs section of the vid
I think it's intended to be like a pcvr that has a booster pack that let's you play it without a pc
Idrk
so... that does not make it standalone
All we have are leaks and speculation so
It could be anything
I mean
Its basically strapping a pc to your head
It is standalone capable looks like
im questioning its PCVR capability with ARM
And handshake it over to the main vr
No
It would pretty much run like a quest withought the module
and knowing what valve have done will valve make HL:A a ARM capable game?
Not looking at it right
they updated half life original games to be steam deck compatible
The big boy games will not run on the arm
They may make things like the lab compatible
But the games will probably stay on the x86
As to push the apu module
Or use with pc
i hope valve also open its os that runs standalone on it so other vr makers can use to compete with Oculus
which if its linux its must
SteamOS is not an ARM compatible OS but possible to dovelop into one\
That's what they are doing for the deckard
It will run an arm compatible steam os
And then when you ask it to play x86 games it will make use of the module or a pc
actually i just read more about steamos again and no its not possible unless Valve make entirely new OS
because
SteamOS 3.0 is based on Arch Linux
which only works on x86_64
well yeah android is technically linux
I love that they are finally starting to make x86 mobile phones
who?
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Since we did the Librem Linux Smartphone, we were FLOODED with comments asking to do the Pinephone. Well, here it is, and of course, we had to get Anthony to check it out.
Check out the Pine64 Pin...
Ahh I was mistaken
I figured once they Said they could put windows on it I got confused
we never had x86 phone since Spreadtrum SC9853i
Like we have tablets that can run windows but not phones
Tbh I dont see why you would want a phone with windows
intel tried hard compete in past but failed
now with foveros i hope intel try again
ARM is a very limited architecture that brings only more limitation to industry
I don't know for sure but I really hope the deckard isn't the replacement for the index
I hope we still get an index 2
valve prob only have interest to boost their core that is Steam platform
their hardware sale is not meant to sell more hardware only aid the Steam platform
which makes Index 2 less feasible
Idk
Valve has said they def want to make more vr
But they never said to what degree
its the same story with Valve Steam Deck
valve games are always made with very high expectation so whatever they do they make it make use full capability
so their next game will be for sure for best vr headset
And I'd hate to have to move to another company to get my next vr
it already happened with their leaked game in development designed especially for steam deck
the HL citadel
just saying with so many evidence so far its unlikely valve will do anything other that top high end like Index 2
also their company team is not big
if they are doing anything they will focus full on a specific thing
remember Valve staff count is only
~360
far lower than many AAA studios
and yet they carry many top popular stuff
That's just who they are
HL:A dev was a result of from small team attracting many other team members to join
they wont spare capacity for such seperate hardware team
unless well Index 2 succeed deckard
they will make new vr headset but they wont make a higher spec version
more likely higher feature version
And how far it brought them as product maker
Valve is about the bleeding edge of tech features
Its never about the highest end for them
Its about the technology and the design that goes into it
Valve guide other VR makers what to do
so they can continue sell games on Steam
thats their role in VR
and Index + HL:A are a combo to push that
Honestly im not sure what I'll do if I don't get an index 2
it means other vr makers will take that role
unfortunately for you the successor will be another company
Bc im very satisfied with index other than res
So I'd have to make sure whatever other headset has all the features that I loved on the index
to me as long there are more various vr makers i dont ind using them
but valve brand is just so good
but it also preserve valve hardware logo as for the best of the best
The point of high end vr is no compromise
So I won't settle for anything less than the index
yeah thats why valve pushed to $999 Index
they knew its not for everyone
but its a no compromise
The res was very high for 2019
and for future to catch up
the biggest spec is prob 144Hz
its been know gamers play better with 144Hz VR lol
And the reason i love the index soo much is bc its enthusiasts grade while only being 999
You can get arguably better
oh you want more? Valve actually wanted with their Vader prototype lol
for now best combo would be vive pro 2 + knuckle tracking set so index is currently set back
we will have something better
i can understand that
And the headphones
I cannot stress the open air headphones are god tier
As far as immersion
You can get better sounding
But not as immersive
@haughty thistle not only is the quest having more pixels total it also is more pixel dense as the fov is lesser
Yeah, but it's still not as pixel dense as like the Reverb G2, Vive Pro 2 and Varjo Aero (all being native HMDs, they don't have as much overhead
)
the worst thing about quest spec wise is probably low FOV
the Quest pixel density is not much of an issue compared to other similarly priced
quest 2 has even lower FOV than quest 1 which sucks
and I really am annoyed with its poor black levels
Also I just looked at the aero's specs
Why does it cost soo much?
The fov isn't special
90hz meh
they prob had to push profit margin
The Aspheric lenses. Those things are expensive to develop and manufacture
Res is good
its more like business and professional consumers which money is not an issue
And they are a European company (Finnish to be exact). Employees here are a lot more expensive as compared to the States or China...
I guess so but I don't see why I think it was thrillseeker said it the best vr
taxes are higher in EU
Trust me, the Aspheric lenses do a lot for sharpness and contrast. If you think the Reverb G2 looks sharp, this is a whole 'nother level. No SDE. Period. It's the brightest headset I've tried so far without compromising on the blacks too much (while still being LCD based), and the sharpness. Like I can't convey how it feels like to not look at a bunch of pixels anymore...
remember how much more expensive the Quest 2 enterprise version is at $800 that is to show how much you have to sell in that high end in order to not depend on other source of profit (facebook sucking data)
they only need to sell that little demand that desperate for good specs and nothing more
And there's also the point of diminishing returns, where getting that extra bit better costs so much more. The higher end a product is, the more expensive it becomes. The more expensive something is, the less people can afford it. The less people buy something, less devices need to be made. Less devices being made means it get's more expensive
The Index is right at the foot of this "price downwards spiral". Where it's just expensive enough that people buy it enough to be still somewhat decent in price. The Varjo Aero for sure is half way down that spiral. I mean, heck, look at the Xtal 8k or Xtal 3. Those things are more then triple the price (and also sold to private individuals btw)
That's what valve does
They did that with the index the price point was insane
90Hz is plenty fine. And this is from someone who's tried a Pimax 5k Super at 180Hz. The only games so far that I've tried, where the difference in Hz is noticable are Beat Saber and other games like it. Otherwise it feels smoother, but not the massive improvement some people seem to think...
And the steam deck
I'm saying valve could do it but it's a matter of if they care enough to
I guess I'm fucking spoiled but any display below 120hz does not look smooth to me
Every screen I use is atleast 120
I see now tho the appeal of the aero
And def see the market and honestly I'd love to have and use one
But I wouldn't buy one
90 hz feels like too much of compromise
If you think the Varjo Aero is outrageously expensive, then you're not the target customer. The whole reason this thing is called "Aero", is because it's meant for Flight Simming. And you know how crazy those people can get just for immersion. Just because it's meant for Flight Simming, doesn't mean it's not good at other titles though (which is why I bought it). And seeing every tiny little detail on the gloves in HLA or the intricate stitching on the leather steering wheel in Euro Truck Simulator 2. It's amazing, and exactly what I imagined VR would be, when I first dove in...
And once we get to the point where it is higher I'll get one
I'll live with my index for another 2 or 3 years
Trust me, you wouldn't be able to run this thing at anything higher then 90Hz. I have a 3090, and most games struggle at native res. But even at 27PPD (native is 35), it still looks noticably sharper then the Reverb G2, with about the same performance as that
You don't have to render at native res
higher refresh is the best for comfort
Its the sde that your trying to lose
Bruh. Why get a high res HMD, if you're running it at lower res anyways. Just makes it all look blurry (kinda like when I forget to wear my prescription)
That is accomplished regardless of render res
I'm happy with the render I'm currently running
I just wanna lose the sde
Personally, I want my HMDs to run at native res or close to that. The whole reason I'm loafing the Vive Pro 2 is because it can't run at native res and looks as blurry as a Reverb G2 at like 50% render res. Details get lost as they get upscaled >.>
And as gpus grow I can get closer to the native res
Or even higher at some point tho it wouldnt really matter at that point
sde isnt that hard to fix you can achieve sde on low res with just better screen and enough res that is not very high
Well as he said the aero has 0 sde
Its like having an 8k display
You'd prolly play at 4k and upscale
You can get 1080Ti performance maybe on a 3070 right now? Till the performance of the 3090 becomes affordable, a couple of years will go into the world. VR in the meantime? 4000x4000 pixels per Eye. Yay! Let it all become a blurry mess in the goal to "remove SDE"...
You can get rid of SDE in other ways btw. Like making the pixels themselves larger (on CRTs that was known as "dot pitch")
Its not blurry you clown
At those resolutions it's diminishing on the res
We can hardly raytrace 4k without dlss
Again, I'm looking at it from the perspective of affordability. 27PPD on a 3090 is fine, but go with any lower end card and you'll quickly end up back in render res terretory of the Index. Which upscaled to such a resolution becomes blurry. That's the nature of the beast...
DLSS, while supporting VR, basically no game has support for it. It would need to be implented into the runtime to actually find proper adoption
I'm sure the 3080 would do okay
I run 300%res of the index at times
It would still be better
I'm limited by pure pixel count
Just to give you a perspective. 27PPD is about 300% render res on the Index 🙂
41 votes and 39 comments so far on Reddit
I'm saying I could run the aero at the 300% res of the index
And as gpus get better I can inch higher
Even when upscale it would still be better than the index
Blurry technically
But still higher res
I just feel like VR resolutions are outpacing GPU performance very quickly, and people just keep talking about it as if it's all VR needs. But they forget the whole equation. Just like with a PC monitor, you'd either have high refreshrate, high resolution or ultra details, maybe a combination of the three, but you'd always need to balance these factors, whereas currently the VR industry be like "all three let's go!!", while forgetting about the hardware that needs to render it...
That's what we do with desktop games if you cant run native res you upsacle with the likes of fsr in order to get higher fps counts
When Qualcomm announced the XR2, people were like "OMG it can run 3k by 3k per eye, that's the future", but the reality of it is, at such a resolution you may be getting 90fps at maybe phone game quality from like 2015 or something...
Samsung has announced a vr display with 10000ppi
FSR is nothing but a fancy bi-linear filter tbh. As you crank the upscaling effects it just becomes blurry blobs. And I can say this for certain as Hitman 3 uses FSR in a certain range with a fixed resolution and it looks absolute horrible on the Aero...
Forget about PPI. It's the PPD that counts (so the pixel density you get through the lens)
Not necessairly. If it's a qOLED, then it could also just be like 3000x3000 pixels, while being super tiny...
Its a display technology
Its pure pixel density the resolution can scale with however big they make a display using the tech
That's why I said, forget about PPI, it's the PPD that counts. Charts like the "VR resolution" one on Wikipedia (basically where they overlay the resolutions of different HMDs) are misleading, as it looks like the Pimax 8k X has a similar sharpness as the Reverb G2 (same height but wider), whereas in reality the Pimax 8k X is much closer to the Index then people realise (as it's streched over such a large FOV)
I'm talking about a building block
Then I take back that. But still. PPI and "display resolution" mean nothing for VR. The only measure that actually tells you how sharp a headset looks is the PPD. And so far, only Varjo seems to agree >.>
You can have a super dense qOLED, but with a small resolution to keep the HMD small (like on the Arpara)
As I said they can make the display anysize
lol but then it will be bottlenecked by hardware limitation
Not necessarily. All tech can only scale so far (I mean, just look at the different silicon Nodes). The practical limit for qOLED is pretty much 1" in diagonal. And how many Pixels they've managed to cram in there so far? 4000x4000 (eMagine has shown off such a screen)
Good lord it doesn't have to render nativly
but we cant render that and we dont need that much
i can only imagine it useful for scientists
but vr community though its for them
The upper limit of what the humanb eye can see is debatable. Some say it's 60PPD others say it's 120PPD. After having experienced the Aero (which already is 35PPD, beyond the point where SDE is noticeable aka 30PPD), I personally fall into the 60PPD camp. Anything more then that isn't useful for consumers (basically just snakeoil like what you have with audiophile gear)
Which is why I find the idea of a 8k 27" monitor to be dumb
Actually: Varjo already made a 70PPD HMD. They used a 1920x1920 resolution qOLED for the center of the FOV and then the same Mini-LED LCD for the rest of the FOV. If they now manage to also move that "focus display" around with eye tracking, then there's no need for higher res screens tbh (other then to reduce bulk)
At the distance you would be from it you cannot resolve the res
even if it succeed it wont be a permanent success
there will be a limit
when we just dont care about higher anymore
Or the people that want 4k screens on a phone
Your eyes cannot see the pixel already
The human eye can only see about an 8° FOV at full sharpness at any given time. And that's where you'd want that 60PPD or 120PPD. Anywhere else, might as well have it at lower resolutions tbh. That's why foveated rendering is so important and why the lack of support in SteamVR is such a bummer
fair
high res could make sense for esport distance games as well
it will create categories like how we got in monitors today
content creators favour high colour accuracy over high refresh rate
gamers favour high refresh rate
Chicken bread btw I'm looking at it from the perspective of vrchat
Almost everything is pretty close to you
thus divide gaming monitor, creative monitor and normal monitor for cheap
and wouldn't be blurry upscaled
im surprised no vr headset went crazy with gaming marketing like ROG, TUF yet
all of them market like a family product
I love that the index wasn't even marked
Trust me, it will be. If the image get‘s upscale heavily, everything get‘s blurry, including things up-close
I don't see how
Would it not still look better than the index?
Index native res vs the aero at 50% res
Technically would still look better right?
Try the VP2 on something like an RTX 2070. You may have barely any SDE, but looks about as sharp as the Index at like 60% :/
I‘lol try the Aero at 50% later today, but I don’t think it’s gonna be that sharp…
It’s hard to convey this in a thru-the-lens picture or screenshot unfortunately, Sous just have to try it yourself or take my word for it :/
50% was an estimation
I think I see what wrong here
So the index at 100% is 2016x2240
So I run it at 300%
6048x6720
I had the Aero once accidentally running on 200% once. Personally, that was like the pinnical in sharpness, but it didn’t run very well 
Would doing that exact same res on the aero not look better?
300% in SteamVR is 3x the pixel count, not 3x the resolution
Okay so my my math is off
But doesn't change what I'm asking
How a bout this
You have a 1080p display
But you are supersampling to 4k
Then you get an 8k screen
But keep running at 4k
Would it not look crisper than the 1080p display?
No. It would in fact look blurry
Perfect example are actually all those games from the 90s that run at like VGA resolution. If you play such a game on a modern monitor, it would in fact look quite blurry
Well, the 4k may look crisp on a 8k screen, if you do integer upscaling
There are many upscale methods
Infact the analog pocket has a higher res display that the old Gameboy but looks great
In certain upscale methods
The problem is the so called "Fixed Pixel Raster". Modern screens have one resolution and that one resolution only. If you want to display an image of a different resolution you have to scale it into that raster. Nearest Neighbour upscaling is the only one that doesn't cause loss in sharpness (as it keeps the hard pixel edges of the original screen), however if done with a non-integer scaler (so let's say 1.5x), certain rows are displayed more often then others, making the image appear warped in a way. Integer upscaling is basically that, but making sure that the scalar is always an integer multiple, meaning that every row and column get's repeated exactly the same amount of times. You can fir a 1080p image 4x into a 4k one, meaning you can do 2x integer upscaling on a 1080p image and still have it come out as crisp as on a 1080p monitor.
There you see the exact problem I mentioned. Bilinear looks downright blurry in comparison to the others, but you'd want that over Nearest Neighbour for any scale factor that is not integer
So then why dont we just do integer upscaling?
With game textures it's different so a 4k texture at 2k is better then a 2k but as a game just run it a native Res always. Only if your native resolution is lagy change resolution scale. But never upscale a texture pretty much way more blurry. Sometimes it works but only on older things and looks wrong
Because for integer upscaling to work, you need to half you width and height resolution (aka 25% render resolution in SteamVR)
I see
So run as close to native res as possible?
Things like vrss seems like it would help alot with that
With the Aero at the 35PPD preset, you'd land in a render resolution somewhere in the neighbourhood of the OG Vive...
VRSS is not an upscale technique. It's a dynamic Super Sampling Technique. The best approach would be to not render everything at native res all the time, as your eyes can only see so much at a time. The only app I've tried so far with eye-tracked foveated rendering is the Varjo Workspace environment, and it really doesn't look any different from running the HMD at native res flat-out, yet that's not what it's doing...
And i gues that's also the magic of dlss
I remember that now yes
You would want kind of the reverse of vrss
So yeah I gues foveated rendering
You can upscale everything with bilinear, that your eyes currently doesn't see sharp anyways. It's virtually unnoticable. We don't need no stinking AI upscaling, if Eye-Tracked Foveated rendering finally becomes a standard. But the Industry seems to think otherwise >.>
But understand I'm trying to say that dlss helps performance withough too much sacrifice to sharpness
Compared to just straight upscaling
True. I'm not saying AI upscaling is bad, it's just that the industry seems to still think in the mindset of desktop rendering when it comes to performance optimisation in VR...
But thats the problem with dlss
It has to be very carefully implemented and
I don't think would really work for vr
Bc it "decides" what should and shouldn't be crisp
Where as with foveated rendering its based on what you actually are looking at
Oh, it does. Nvidia has VR support for DLSS ever since version 2.3, and there is at least one game out there that has it implemented (don't remember which though)
Oh yeah, foveated rendering is still preferable, but in that game DLSS is used for the whole FOV, you can basically tell it to render then game at like 90% render res or something and it's then upscaled with DLSS to native
I mean it would work but
Ah! Into the Radius was the name of that game
If you looked you be able to see the upscale parts
Whereas with foveated rendering you could have the thing you see be native
Eh, that's not really how DLSS works? It's an AI that basically analyses the frames and tries to figure out what each pixel of the target resoltution should look like based on motion vectors, previous frames and well, the current frame
It always upscaled the whole screen (just like FSR)
I see
Well, OpenVR-FSR does have a radial selection where the center is rendered at native and then the rest is upscaled with FSR and the same thing happens in Hitman 3 VR...
Apparently the "Quality" DLSS setting in Into the Radius looked like native, while halving the amount of reprojected frames (according to this one german Article I found)
Reverb G2 at native res (on a 3080):
of synthetic frames without DLSS: 431
of synthetic frames with DLSS on Quality: 180
Hmm
Well I hope more games get support for either
Doesn't boneworks have something along those lines?
No
Like I said, I've seen the implementation of FSR in Hitman 3, and it looked absolutely atrocious on the Varjo Aero. You could clearly see where it went from the natively rendered image over to the upscaled one. Granted, it did look like the upscaled section had a hardcoded resolution (as it wasn't as bad on like a Quest 1) but still...
I wanna do some testing
How much supersanplin go I need to reach the res of the aero
I wanna see how it runs on my setup
I can manually go to 1000%
Of the index res
35PPD mode on the Aero renderes about 4100x3500 Pixels per eye
Maybe factor in some overhead for like the Eye Tracking and the fact that the render mask on the Aero is basically non-existent...
In case you don't know what a render mask is, it's basically an area that is skipped in rendering to improve performance. On the Index it's so tightly nitted, that you can sometimes see it through the lens (just blackness), whereas Varjo decided to make it basically a square
I'd say you'd want more then 500% to simulate the lack of said render mask...
SteamVR shows per eye. The res I said there is also the per Eye res on the Aero
Okay
No anti aliasing
Lmao
Even 2x msaa would be a nogo
I cant try it atm as I'm not home
Buut
I can attempt it on a fx870e at 5.2 ghz
And a 1070
With the quest 2 at native res
Let's start a fire
Let me pull up the 100%per eye
I think perf wise, you can compare it best with the OpenVR Benchmark. I have posted my results (with the different HMDs) here: https://www.reddit.com/r/virtualreality/comments/rwqeki/varjo_aero_performance_metrics_rtx_3090_different/ and here: https://imgur.com/a/VfENGOX
37 votes and 39 comments so far on Reddit
A similar result in OpenVR benchmark should mean similar performance. I'm mostly running my Aero at 30PPD currently and don't really have much performance issues
My main computer has 3900x and an rtx 3080 suprim x
I was gonna get the 3090 but I hesitated and the price doubled overnight
OVRB is the only synthetic benchmark that actually takes VR hardware overhead into consideration by running on your VR headset, and unlike just running a VR title, it's nicely repeatable...
Garbage lmao
Yeah, I was lucky to get a 3090 FE at MSRP, a couple of months after release. Originally wanted to go for a 3080, but wasn't able to get one :/
Now I'm honestly happy that I have the 3090 now xD
That's a RIP, but I guess the reality with scalpers and whatnot...
Sooo
I put it at 4056x4204
And it hasn't died in the steam vr menu
Starting vrchat
It's likely still less then the Aero at native res still. Again, the Index has a proper render mask, the Aero doesn't, meaning the Aero renders more Pixels at the same res then the Index
I'm using the quest 2 atm
Soo it's getting steady 23 fps
Which it normally gets 27 fps

VRC is CPU bound anyways, so not really a surprise
Yep
I get about similar framerates in VRC on both my Aero and Index. Maybe a couple of worlds that make the PC sweat, like some of Fins worlds...
That as well
