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Resolution inconsistencies that need fixing


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I'm copy and pasting from a post I made in another forum.. and I really really really really hope this is a bug, as the design choice of forcing automatic resolution settings on the end user has got to be the worst decision you could've possibly made.    My ability to fine tune my system for performance is miles ahead of what Vive Console or SteamVR's automatic resolution scaling options provide.   In fact.. i absolutely NEED the ability to get a consistent resolution every single time I start SteamVR.     And the ability to disable motion compensation, which is obviously bugged as we are not able to is another performance tweaking tool that I haven't been able to live without with my previous VR headset.  

 

 

"Interesting find however thanks to you pointing me to the vr compositor log.   It does seem to be doing some automated calcualations. 

 

Here are some more reasons I don't want it to do so, and therefore disabled the automatic resolution setting in vive console, which didn't provide the result I was looking for.  

 

This is what happened when I enabled the boost lock for my GPU in EVGA Precision, which actually puts me between 1980-2055mhz gpu clock

 

Additional VsyncToPhoton time = 0.000000 seconds.
[2021-06-10 13:04:29.944 -5 0xF3C INFO Initialize] Adapter[0] LUID.hp = 0, LUID.lp = 54771
[2021-06-10 13:04:29.944 -5 0xF3C INFO Initialize] Display Padding: (0, 0)
[2021-06-10 13:04:29.944 -5 0xF3C INFO Initialize] Display Width: 4896, Height: 2448
[2021-06-10 13:04:29.944 -5 0xF3C INFO Initialize] Default Render Width (per eye): 3320, Height: 3320
[2021-06-10 13:04:29.945 -5 0xF3C INFO Initialize] Hidden mesh area per eye: 0.100613
[2021-06-10 13:04:29.945 -5 0xF3C INFO Initialize] Measure GPU speed with 2880 x 1700 render target.
[2021-06-10 13:04:30.181 -5 0xF3C INFO Initialize] GPU speed test result: 1690 MP/s
[2021-06-10 13:04:30.181 -5 0xF3C INFO Initialize] Estimated default throughput: 1784 MP/s
[2021-06-10 13:04:30.181 -5 0xF3C INFO Initialize] Adjusted render Width (per eye): 3218, Height: 3218 [Scale = 0.940000]

 

SteamVR resolutoin at 150% 3104.. um.  apparently 150% is the new 100%.  :confused:

 

This what happens at idle gpu clock speeds, which is actually 1350mhz

 

[2021-06-10 13:22:16.019 -5 0xEE0 INFO Initialize] Adapter[0] LUID.hp = 0, LUID.lp = 55475
[2021-06-10 13:22:16.019 -5 0xEE0 INFO Initialize] Display Padding: (0, 0)
[2021-06-10 13:22:16.019 -5 0xEE0 INFO Initialize] Display Width: 4896, Height: 2448
[2021-06-10 13:22:16.019 -5 0xEE0 INFO Initialize] Default Render Width (per eye): 2842, Height: 2842
[2021-06-10 13:22:16.020 -5 0xEE0 INFO Initialize] Hidden mesh area per eye: 0.100613
[2021-06-10 13:22:16.020 -5 0xEE0 INFO Initialize] Measure GPU speed with 2880 x 1700 render target.
[2021-06-10 13:22:16.340 -5 0xEE0 INFO Initialize] GPU speed test result: 1225 MP/s
[2021-06-10 13:22:16.340 -5 0xEE0 INFO Initialize] Estimated default throughput: 1307 MP/s
[2021-06-10 13:22:16.340 -5 0xEE0 INFO Initialize] Adjusted render Width (per eye): 2740, Height: 2740 [Scale = 0.930000]

 

Furthermore, my reported resolutions between steamVR sessions are never the same, despite having disabled the automatic resolution scaling features in both SteamVR and Vive Console.  

150%SS in SteamVR is actually much closer to the reported resolutions on the bottom line taken in to scale.   3218 x .94 = 3024ish.. so it's just hair higher at Steams 3104x3104 resolution.  That will still probably be a different number the next time I started up SteamVR however, as it is always a different result.  

 

If this is truthfully as designed,  and not some confusion between the HTC software development team on what this feature should do or a bug where my resolution is different every single time I start up SteamVR?  That's a deal breaker for me.   It makes absolutely zero sense for you to allow me to manually choose a resolution, and then completely ignore the setting I chose.  And then base that on my IDLE gpu clock frequencies which are no where close to where I'll be when a VR title is actually running.    Defeats the whole purpose of disabling automatic settings for performance tweaks.  I have never utilized, neither have I ever wanted software to attempt to handle my performance tweaking for me. Especially in DCSW and other sims where I have put countless hours into determining my sweetspots for VR performance with far better results than automatic scaling has ever offered me. 

 

I don't forsee HTC fixing it before my return period is up.  Hope they prove me wrong.    It makes more sense to me still that the automatic display resolution setting in Vive Console is bugged much like the Motion Compensation switch having no effect on or off.   In fact the only consistency the option seems to offer when disabled is the refresh rate chosen. "

 

Edited by Nunyagoshdarnbidness
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