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Gildahl

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  1. Yup. Just make sure you close the Vive Console software before closing SteamVR. It's also seems to be a good idea to start the Vive Console software first and allow it to load SteamVR.
  2. Well this is disheartening. I've been waiting for 4090s to become available in my area daily with plans to pick up a Founders Edition as soon as I can get my hands on one. I was thinking that with the 4090, I'm going to be all set for quite a while. I simply can't believe though that there is actually a showstopper issue. I mean this is serious enough that HTC should be publishing a notice that goes out to all registered VP2 owners to inform them that the 4090 doesn't currently work with the VP2. I would have had a conniption if I had gone though the expense of buying one and the headache of installing one only to find out that it was a downgrade. Man, if I hadn't stumbled across this thread, I wouldn't have known. Well, at least it saves me $1600 for the time being. I can be understanding of technical problems and delays, but it is incredibly disappointing that they don't actively inform us about these sorts of things. That's what really bugs me.
  3. I'm on an RTX card, but I'll give a big second on your suggestion. There are many games (simulators especially) where resolution is more important than Hz. 60 or even 45 is often quite acceptable. My interest in this comment though is primarily because this would be a fantastic option for wireless. Since DSC is not supported in wireless either, I would absolutely love an option where I could get Ultra resolution at 60 or 45 Hz than to not get it at all. 1+++
  4. The reason black level looks different is simply due to scene contrast. If the whole scene is dark/dim (like the Abyss in theBlu) you'll see gray; however, if the scene has bright objects surrounding it or embedded in it, it will be perceived as black (like the black wall in SteamVR that contains bright text and exists within a bright field). That's also why the black of space looks quite good in games like ED and SWS where you're in a well lit cockpit and often have lots of bright objects around to provide contrast. This is also why turning off auto-brightness is a good idea as ATVR suggests. Auto-brightness is supposed to help black levels by diming the screen in dimmer scenes; however, I find that because it can’t do local dimming (like say, a micro LED LCD can do), it ends up lowering contrast across the entire screen, which under most circumstances is not what you want since the perception of black is strongest when the brightness difference between floor-brightness and the brightest thing in a scene is greatest, and dimming the whole screen can actually work against this (and, in fact, IMO tends to crush the difference–especially in shadows–more than open it, thus lowering contrast). Which is why, I find keeping the overall brightness of the backlight at 100% to be better than dimming it since, even at the expense of technically higher black levels, it tends to stretch the overall contrast rather than crush it, resulting in a better *perception* of blacks. OLED, of course, is still better than all this but fortunately it seems that recent titles tend to be tuned better to LCDs than older titles that were optimized back when OLED headsets like the OG Vive were more numerous, but there remain exceptions. So don’t throw out that OG Vive quite yet!
  5. Every headset has its compromises, and having multiple headsets, each serving a specific need is becoming more common. The OG Vive is OLED and the Vive Pro 2 is LCD. I experienced similar initial disappointment when I went from OG Vive to Index; however, the increase in resolution and field of view easily won me over in a short time, except in a few games--especially dark dungeon crawlers like Karnage Chronicles--where the contrast had made a significant difference. In fact, I still have my OG Vive hooked up in a second VR room for playing such titles and for local coop games. Regarding the Vive Pro 2, it is a dramatic step up in resolution from Index with even more field of view, as well as better colors and contrast (than Index), though not OLED class. It also does have the glare you speak of, though I'm rarely bothered by it once I'm actually playing a game and it isn't much worse than Index. Having all three headsets, however, I use the VP2 95% these days since for me (especially in sims) resolution is king. If you want contrast similar to what you're used to, then I believe your only upgrade choices are the OLED Vive Pro, with similar resolution as the Index, or the Varjo Aero with its micro LED LCD screens. You could also wait a year and see what the PSVR will look like since it will have OLED screens (albeit at a resolution between Index and VP2), and we should be hearing more about the new Index by then too. As for your experience, if you only play low-res titles where resolution doesn't matter much (like Beat Saber, VR Chat, etc.), then a VP2 will do little for you, but if you do high resolution gaming such as sims where you actually have to read cockpit instruments (XPlane, DCS, MSFS, Assetto Corsa), or other games where high res shines such as Alyx, Subnautica, ED, SWS, Skyrim (with 4K mods), etc., then the contrast (and to some extent glare) compromise is well worth the exchange--and of course, you still have your OG Vive for when contrast is all that matters, so just keep it available to be plugged in as well.
  6. I agree that HTC needs to fix this ASAP. However, I also wouldn't touch Windows 11 with an 11 foot pole on my primary gaming machine until after all its teething issues are settled and all vendors have had the time to test thoroughly. I installed Windows 11 right away on my laptop since I don't do serious gaming on it and its been fine; but there's nothing there that would make me want it on the big rig until my next major system upgrade when I can install it from scratch (maybe in a year or so) since taking the upgrade path seems to almost guarantee at least a couple percentage points lower performance than a native install and every FPS matters in VR.
  7. I will need to let others chime in as well, but while there has been no official fix that I'm aware of, vertical lines can still be seen in the headset, but are vastly improved to the point where they no longer bother me. Rather than being relatively thick black lines, they tend to be very thin white ones now and much less obvious and can border on invisible. So while not completely gone, they're not worth complaining about any more...at least for me. What did it? I really don't know. I think I saw another post suggesting that a SteamVR update did it, but I know I didn't have to send it in, recalibrate, or do anything like that to correct it. I should add that I am a re-purchaser as well and am very happy that I did.
  8. It's funny (well not really funny), I had an experience similar to yours the first time I tried to return to wired mode after trying wireless. The VP2 just completely stopped working and seemingly nothing could get it to work again. What finally got it to work was plugging my Index back in (go figure). After seeing that my Index now worked, I unplugged it and plugged the VP2 back in and it started to work again. I haven't had any similar problems since fortunately.
  9. I'm going to add here that prior to this update I was constantly being forced to re-run the Steam room setup. I haven't seen that happen since the update either, making me think that that problem might have been a side effect of the crashes. All-in-all, this feels so much more stable now.
  10. Hmmm. I got crashes all the time before, but haven't had a single one since this update. So in at least a dozen trials so far it has fixed the problem 100%. I will definitely report back if crashes again, but so far so good.
  11. Agreed on the limit to high resolution; however, even at High it is much better than my Index and probably the best wireless VR experience currently available. I can sort of understand this as I suspect they'd need to move to WiGig 2 to support Ultra (though one can hope). The real shame, however, is that they don't offer a simple coupler to support easy switching between wired/wireless as you point out. Having to futz with the cover, pad, and put wear/tear on the native internal connector every time I switch is short-sighted indeed; especially when a simple coupler would address that and make the user experience so much better.
  12. This has been supported for a while. When wireless mode is turned on you get a choice of "Balanced" mode at 2448x1224 or "High" mode at 3264x1632, both at 90Hz. I do see that HTC's web pages still stay "coming soon", but I suspect that this is because they are trying to keep this a secret. BTW, High mode is quite nice. Definitely blurrier than wired/Ultra, but better than a wireless Index to be sure, and far, far better than my old TP Cast/OG Vive. Sorry, no 120Hz though.
  13. Whoohoo. Finally! I've only exited once so far with the new release and it didn't crash as it usually does, so this is promising. Thanks HTC!
  14. No. I'm on 2.0.19.0 and wireless works fine (great, in fact!). But here's the tl;dr part. While on the previous version I did have an incredibly weird problem (though it probably had nothing to do with the version). After getting my wireless adapter and using it for a couple weeks I tried going back to wired mode and disturbingly found that Ultra, High, and Balanced resolutions now all looked identical (and blurry--as if all were the equivalent of Balanced mode--only Performance mode looked worse). Neither rebooting nor powering down the link box would fix it. I thought I'd never get Ultra mode back! I put in a help request to HTC (who took it seriously and started looking into it--credit where credit is due); but in the meantime I went through an exercise of uninstalling/reinstalling all HTC software, SteamVR, and even my nVidia driver. Note that I did NOT install new versions of any of these since I was already on all the latest versions. I just re-installed the ones I had been using. At one point in all this the headset stopped working altogether and would not be recognized at all. I only managed to get it working again by plugging my Index back in then disconnecting it. After this the VP2 worked again. Go figure. But that's when the most amazing thing happened! Before I say what happened, let me just mention that ever since I bought the VP2 (and long before I got the wireless module)--that's like 6 months ago--I ran it in Ultra mode. I also tended to run it at an SS setting of 100-120%, because raising it to 150% (the default) provided no noticeable improvement in visuals, but only incurred a crippling performance hit on my i9/2080Ti. At these settings, VP2 visuals were modestly better than my old Index and so I was reasonably happy. Ok, so what happened after my software exorcism? Well, stunningly, when I set the headset to Ultra mode and put the headset back on, not only was it working, but everything was sharp in a way I had never seen before. I mean it was night and day different. Before, in Ultra mode, the VP2 was always better than my Index--pretty much just enough better to warrant keeping it. But now it was like three-quarters of the way to what I hear people saying about the Varjo Aero (which I've now lost about 90% of my interest in). To say that I was happy would be an understatement. The other truly odd thing was that when I checked the SteamVR video configuration, it was at the default 150% setting and yet my performance remained excellent and at least as good as before. In fact, after testing further, it turned out that my performance was now genuinely *higher* than it was previously; and not only that, but lowering the SS to my old 100-120% settings now produced no meaningful performance change and only blurred the image. So whereas in the past I always wondered why HTC made 150% the default for SS (since it seemed overkill and destroyed performance), now it seems to be the ideal setting and makes perfect sense to leave it there. This improvement carried over to wireless too. Because wireless runs in High resolution rather than Ultra, it was always a bit blurrier, and this remained true. However, now, High mode in wireless looks was looking like Ultra mode used to look. Maybe even better! Crazy. The long and short of this is that for months I was apparently running my VP2 in some kind of a degraded mode and never knew it. It seemed to work correctly, with Ultra mode looking better than the other modes as expected; but apparently all modes were operating at a significantly lower visual fidelity than what I should have been experiencing. The only way I could have known this is if I had a properly working system to compare it with. In its new condition, every game I have is stunning in a way I never knew this headset could do, and strongly changes much of my opinion about it. Since this happened, I've updated to 2.0.19.0 with no ill effect and continue to have no clue as to what "fixed" my headset. My best guess, and what feels like the best explanation at the moment, is that previously, the SS setting was badly botched somehow, so that regardless of what I set the slider to, it was never internally giving me the effect of more than 100% or so. This would explain why I never saw much of a visual difference going from 150% down to 100 or 120% (or even going up to 200%). But it has to be more complicated than just that since not only visuals, but performance has improved as well. Free lunch comes to mind. I guess the moral of the story is that if you happen to find that 150% SS seems excessive and that lowering SS improves performance without much effect on visuals, then you might own a much better performing headset than you think and not even know it. Just don't ask me how to fix it.
  15. I can only say that it is totally "normal" for me to witness such stuttering briefly when returning to SteamVR home; but haven't seen it in games. So yeah, sounds like contacting support is the way to go.
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