The Daily Roundup is our comprehensive coverage of the VR industry wrapped up into one daily email, delivered directly to your inbox. VR Rider is a VR only biking experience for your HTC Vive or Oculus Rift. If you are then your hitting it too hardNew comments cannot be posted and votes cannot be castDiscussing Virtual Reality Experiences and VR technology. Some games provide built-in methods to supersample such as Eve Valkyrie. I always have both off as I simply cannot stand the ‘feeling’ of reprojection.Will play with dev heuristics settings, should give a good feel for the max settings of each game.In other news it would be great if reviewers could include recommended settings for different GPUs in their reviewsGo down that rabbit hole, I’d really like to understand these options better. That sounds high.Let's say Valve used addition instead of multiplication. I will test it further today. 2.0 works for me but i feel more comfortable with 1.5.A warning to people doing this it is a great feature but seems multiplicative. But I’ll try turning it off and see any difference.Whoa, I turned both reprojections options off and everything shakes when I look around. I am overclocking my 1070 so that might help. I’m running a Gigabyte 1080 Gaming 1. Press question mark to learn the rest of the keyboard shortcutsCookies help us deliver our Services. Only because the recent SteamVR updates seem to have made a lot of games start to jutter, whereas before they did not; (on my gtx 980ti, i7 6700K).I have a 1080 card as well as a i7-4790K so I was assuming I would not have any issues super-sampling at 2.5 or higher but I find the images are not as smooth when tracking,even the slightest head movement will cause a slight lag and focus issues , If I keep still images will become sharp.Sorry I’m probably just a moron but what does he mean by need grunt?You can know grab a SteamVR Dashboard add-on called “OpenVR Advanced Settings” that’ll let you easily change this and other ‘hidden’ settings:Thanks to you and everyone else who suggested OpenVR Advanced Settings, we’ve put out a new piece and updated this piece to point people to it!A much easier and more powerful way to alter settings.
Press question mark to learn the rest of the keyboard shortcutsCookies help us deliver our Services. If I upgraded my GPU I'd still be inclined to retest a game before jumping in. I had never changed these settings but I saw that the supersampling was set to 5. I was having performance issues in Arizona Sunshine so I looked it my resolution slider in steamvr settings and it was only 100% but 1080p which should be the default was actually 52%!! I set it at 2.5 per instructions. The reason I don't do it that way is when people generally recommend SS settings for games in forums they talk percentages as if the global SS value was 100%.That's all folks, hit me up if I've missed anything.This is a welcome resource. I suggest turning those off. When running on Ultra i get a bit of jittering.Yeah AC looks very nice with SS on vive. I’m using 2 980ti’s (sli was disabled) and i7 4970k at 4.4 ghz. And then the more I thought about it the more I realised that mobile is the only way to go for VR.I’ve tried Riftcat, Trinus and Vridge, and while I always find impressive little start-up/developers nobodies doing the job of multi-millions dollars corporations, the underlaying hardware is not there…damn in fact it wasn’t there until this year which is the year where WifiAD SOC chip are publicly commercially available.So while the software works (I don’t know what codec and compression they use) we will need outside plugin or hopefully integrated mods with dual-channel WifiAD chips for it to work flawlessly without much compression.That would do what TPCast does, but implemented in-headset AND more importantly if implemented well, this would mean being able to sync a VR Headset with ANY device, not just a proprietary one, so in other terms your wireless GearVR could stream flawlessly from a PC. It starts a settings page inside VR. It would only apply to Nvidia GPU users but that is quite a lot of the market at this stage especially in the VR world.The way VR rendering currently works is that a planar projected 3D image is rendered by the game which is warped using a post-process shader in order to accommodate for the distortion caused by the lenses in the HMD.
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