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SparkerInVR

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  1. I had to send my VP2 in for repair and got a replacement back so wonder if something changed. I thought on my previous headset that if my link box was on and the Vive console was not running if I turned on my Index controllers that the console would start starting SteamVR and the base stations. Did I remember that incorrectly? It is no working that way now so wonder if anything might have changed or I just have bad memory.
  2. I had a green vertical line that I took a picture of and contacted Vive support using live chat. After about 2 hours I had a RMA number and a shipping label so did not have for shipping. The repair center had it less than 2 days and sent me a replacement headset that I am now using. The live chat person said that it would be repaired and not replaced so was surprised when the replacement had a new serial number. I happen to be quite happy with Vive support because of my experience.
  3. I was doing some more testing trying to improve performance of MSFS and wondered if the "Throttling Behavior" feature in SteamVR worked with the VP2 so changed to Fixed but did not to seem to work as some tutorial videos shown for the Valve Index. So is this another feature of SteamVR that does not work with the VP2 like Motion Smoothing? I really like the headset but wonder why it does not fully support all of the SteamVR features. Thanks For your time Bill
  4. So here are my findings on my system with a i9 11900K @ 5.0 with a RTX 3090 and 64G of ram. General Resolution Per Eye 3348 x 3348 100% MSFS Per Application Custom Resolution Multiplier 2368 x 2368 50% X-Plane Per Application Custom Resolution Multiplier 2900 x 2900 76% In MSFS I generally get 30 FPS and does look quite nice. In X-Plane I get 45 FPS and think the cockpits do look a little sharper. All in all I have found my daily driver also having a G2 and a Index I could use but I choose the VP2.
  5. In my testing I have found that if I turn on the link box with nothing running I can then get a consistent resolution on startup. So using the Ultra setting the"Resolution Per Eye" resolution will repeat. I then use the per application settings to match how much resolution each sim can take with good performance. This has made finding the proper setting so much easier and hope this might be of some help to others.
  6. I have looked at any documentation to find out what is the correct procedure on starting the Vive console. I would think that you would want the application you are going to run in VR started first and the start the console that will start SteamVR so it will automatically set the "Resolution Per Eye". The reason I am asking is I was testing the latest update of Microsoft Flight Simulator (1.18.13.0 )and did find some strange results from the Vive console. With MSFS running at the "Welcome" screen ant then starting the Vive console by turning on my Valve Index controllers and using the "Ultra" setting my average "Resolution Per Eye" was 1200 x 1200 at 100%. So if the "Custom Resolution Multiplier" was set also set to 100% that was a blurry mess. Understand my system is a i9 11900K and a RTX 3090 with 64G of ram. So clearly the console picked the wrong resolution so brings up the question why we are not given the ability to pick it our self. In the console software on the "Display settings" page you are allowed to pick a non Automatic setting like "Ultra (4896x2448, 90 Hz) but it still is automatically setting the "Resolution Per Eye" So can we have the console software do what it says and if I pick Ultra then if I have the "Resolution Per Eye" set to 100% it would be 2448 x 2448? If not than a manual setting that would do that. Many things about the headset I like but this part of the software not allowing the user to have control is disappointing. Bill
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