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MixedupJim

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About MixedupJim

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  1. Running none native resolution is probably the main culprit. At high settings you're only seeing 1836x1836 per eye rather than the full blown 2448x2448 which is a reasonable bump in resolution. Not much you can do as the 1080ti is DisplayPort 1.2. Running some some super sampling may help but it won't fix the underlying challenge of stretching a lower res image to fit a high res display.
  2. Wow - I've never used the pass through cameras before. That's a neat feature. Is it possible to bind a button on a joystick to activate the cameras? That way in flight sims I could use additional physical control panels without having to take the headset off.
  3. I watch the frame timings which also show when reprojection etc kick. However, my issue was when reprojection kicked in it would cause display errors in SteamVR meaning everything went weird in the headset with double/triple vision. I thought it was Motion Compensation, but it wasn't! Most of the time I don't hit any reprojection in Elite Horizons so I get a very good experience. In Elite Odyssey it hits reprojection a lot and you can see it is no where near as good as Steam's own implementation - but no where near as bad as I thought it was. I shall have to try IL-2 as I used to force 45fp
  4. That did the trick ๐Ÿ˜„ Thanks for your help!
  5. I've actually managed to fix my re-projection/motion compensation issues. It was Window's Hardward Accelerated GPU Scheduling messing everything up. I had double, triple, burred vision in games like Elite Dangerous and Project Cars 2 with it turned on, so check you have it turned off if you're getting weird things happening at low fps. Now everything is fine. Motion Compensation kicks in correctly and, while not as good as SteamVR's Motion Smoothing, it's not as terrible as I thought. Just the occasional artefact around edges of things - it is, for me, acceptable if not optimal. I swear Eli
  6. Thank you, Thank you, THANK YOU! You genius! That was the issue! Who would of thought of that? ๐Ÿคช๐Ÿ˜
  7. Hi, Has anyone encountered this at all.... In Elite Dangerous I get these pink lines in SteamVRs frame timing graph which I think indicates an error. It looks like it is erroring every other frame. This is visible inside the game as terrible stuttering/double/triple vision which I'm assuming is reprojection. Now, the real weird thing is if I unfocus the window the pink lines disappear and are replaced with orange lines. The game now runs super smooth with no hint stuttering/double or triple vision - it is perfect. Downside is now none of the controls work so I can't actually play th
  8. That's weird - mine says 100% at 2456 x 2456! ๐Ÿคจ I think there is always a bit of a difference to aid reprojection/motion smoothing calculations (not that this headset can do motion smoothing ๐Ÿ™„ ).
  9. Awesome stuff ๐Ÿ™‚ That's pretty cool being able to switch to the PRO Wireless for room scale stuff and then back to the PRO 2 for seated experiences - at least until the update for the PRO 2 Wireless comes.
  10. I hope it does at some point too. The current implementation is awful and basically the same as the legacy reprojection system in SteamVR. The one thing I was hoping to do is that same trick as the Index - run 120hz but with motion smoothing forced on giving you 60hz. This should be much nicer than 45hz you get on the standard PRO - but, you can't because the reprojection looks horrendous. I'm surprised it hasn't cropped up in reviews as it is now 90hz or nothing. I've tried turning "Motion Compensation" on/off and honestly I think it is better with it off. However, it is quite possib
  11. Ok, managed to solve it. It's all down to the lack of true "Motion Smoothing". HTC have their own implementation called "Motion Compensation" but as far as I can tell it doesn't really do anything (there doesn't seem to be any difference with it on or off), if it does do anything then it is only up to a certain point after which it just gives up and causes an error/missed frame and horrible ghosting/reprojection in the headset. The solution was simply to turn off "Ambient Occlusion" to give that little bit of a performance boost and everything is now super smooth and no errors - weird or
  12. My PRO 2 arrived today and I would say that running both a PRO and PRO 2 probably isn't going to work. The PRO 2 uses some extra HTC software that interfaces with SteamVR for it to work and as this loads whenever SteamVR does there doesn't seem to be an elegant solution other than uninstalling then installing the software for each headset as and when you need it - which is going to be a bit of a nuisance.
  13. Has anyone got it to work successfully with Horizons? I can get it to load but I get constant errors in the SteamVR frame timings (pink lines) which causes awful ghosting and weird effects in the headset. The really weird part is if I UNFOCUS the game's window the head tracking still works and it's suddenly smooth and awesome - but then I can't actually interact with the game via mouse, keyboard or joysticks :( I've tried reintalling the whole VIVE software, tried SteamVR beta, and moved to different USB port but no dice. Other true VR games like Beat Saber work flawlessly so it must
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