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Everything posted by MixedupJim

  1. My solution was to run in 120hz mode and then turn off Motion Compensation. No more horrible artefacts and the higher refresh rate means the dropped frames are less noticeable in general. As a test I tried Elite Dangerous Odyssey (yes Odyssey - the known GPU/CPU hog version!). With motion compensation on at native resolution @ 90hz it was horrible with noticeable warping going on especially in menus etc. Switch to native resolution @120hz with motion compensation off and it is significantly better - no warping artefacts and even though re-projection is occurring due to the higher refresh rate it isn't really noticeable unless you drop to sub 60 fps for an extended period. I would imagine that running with no motion compensation is also slightly more efficient as there is no extra processing or frame prediction going on - might just get you the extra 1ms or 2 so that the frame makes it to the headset in time.
  2. Oooh....now that's cool. Thanks ๐Ÿ˜€
  3. 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.
  4. 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.
  5. 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 45fps on that one on my PRO so it will be interesting how the PRO 2 holds up when constantly reprojection.
  6. That did the trick ๐Ÿ˜„ Thanks for your help!
  7. 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 Elite now runs better at the higher resolution than it did on my original PRO!!
  8. Thank you, Thank you, THANK YOU! You genius! That was the issue! Who would of thought of that? ๐Ÿคช๐Ÿ˜
  9. 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 the game as such. Why is this happening when the game running better when unfocused rather than focused. This can't be normal behaviour, can it? Any help gratefully received. On a side note - I can get rid of the pink lines by reducing graphic levels just slightly.
  10. 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™„ ).
  11. 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.
  12. 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 possible that something isn't working right. In Elite Dangerous, if I unfocus the window on the desktop the game still responds to head movement but everything is smooth and any sign of reprojection is gone (but joystick etc no longer work). Re-focus the window and reprojection kicks in. I do feel slightly let down by no Motion Smoothing support - had this been known to me when I pre-ordered I probably wouldn't have because good async reprojection is an absolute must, especially at this resolution level where hitting 90fps all the time is going to be tricky. It feels like a massive step backwards.
  13. 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 what? Hopefully SteamVR will support proper motion smoothing in the future.
  14. 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.
  15. 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 be something to do with that game.
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