Oct 18, 2018 at 3:46pm #175911
this is huge, i’m going to try it very soon, finally some love from valve for htc vive.
only works on windows 10 + nvidia gpu right now !
maybe that will help to have better performance using vorpx as well specially in G3D mode :DOct 18, 2018 at 4:07pm #175913BaktusParticipant
Ohh, hopefully i can play Half live two in full Vorpx VR with my system specs?!!!
Noo, not with oculus rift ):
“Motion Smoothing is not enabled when using Oculus Rift or Windows Mixed Reality headsets with SteamVR, because their underlying display drivers use different techniques when applications miss framerate”.Oct 18, 2018 at 4:36pm #175914
oculus rift has ASW already which is basically the same feature.Oct 19, 2018 at 12:00am #175924
If that doesnt conflict with VorpX because as far i understood vorpx already produces additional frames below certain framerates. Someone tested that already ?
Hope thats not the end of windows 7 compatibility, VorpX side.Oct 19, 2018 at 8:40am #175933
i have just tried with the game i play actually, not officially supported by vorpx, dragon quest 11 in Z3D, this new feature produces some graphical glitches every now and then but seems to work quiet well otherwise.
but i really need to test it further with many more games using vorpx.
that feature has great feedback from various users all over reddit, and yeah that sucks that it’s only for win10 :/ maybe they will make it available on previous windows versions in the future who knows ?Oct 19, 2018 at 9:21am #175934
I was a little afraid that Ralf needs to adapt VorpX to that, if that was the case, Win7 and 8 could may be not supported any further.
The good thing, the option can be switched on and off, so Win10 useres can “optionally” use it, others just dont.
Besides i never hurry to install the newest stuff, only when it becomes necessary.Oct 19, 2018 at 9:28am #175936RalfKeymaster
I haven’t tried yet, but I don’t think this will have much of an impact on vorpX. I’ll check later today though to be extra sure not to tell nonsense.
Personally I’m not really a fan of these ‘Space Warp’ techniques, which are more or less the same thing as motion smooting on your TV with a fancy new name BTW. They are bit better in terms of smoothing positional movement, but the price you pay is a tendency for glitches similar to the ones you might know from your TV: wobbling, unsteady artifacts with small details and pattern structures in an image. Especially bad in VR since quite often prominently visible with HUDs and similar things.
The ‘traditional’ way of inserting additional frames for VR only covers rotation, but by design doesn’t come with such artifacts. Many will probably disagree, but IMO that’s the better approach.Oct 19, 2018 at 9:44am #175938dellrifter22Participant
I thought steam reprojection was pretty much already doing this.
From the early testing I’ve read form Pimax forums, it seems to cap your game fps at 45, then reproject to 90. Sounds similar to vorpX fluid sync.
Would be great news for demanding vorpX games if it does work some magic though.Oct 19, 2018 at 9:58am #175939RalfKeymaster
The Steam reprojection is what I meant with the ‘traditional’ approach. Works great for rotation (which is most important), but doesn’t smooth positional changes. vorpX could always utilize that and even has its own implementation, which is normally used unless you force the HMD thread to be in sync with the game thread.
This ‘new’ approch – more or less the same motion vector based smoothing that TVs have for ages – also covers position, but comes with a tendency for more obvious visual artifacts. The major difference to TVs is that they try to predict motion vectors one or two frames ahead to make it lag free, which in terms of potential artifacts makes things even worse.Oct 19, 2018 at 2:33pm #175954
good news for win7 usersOct 19, 2018 at 3:53pm #175955
Ah Great, seems Win7 isnt about to die out yet ;-)Oct 19, 2018 at 5:04pm #175956dellrifter22Participant
“Fixed an issue where some customers had async reprojection disabled (and therefore, motion smoothing disabled) due to an incompatibility introduced between the beta and non-beta branches”
I wonder if this explains the sporadic Direct mode fps I’ve been seeing this week, on the new steamvr update 1539100633 (not the betas). Ralf, did you notice anything?
Where typically reprojection will always keep Direct mode at constant 60 fps in my Pimax, instead I was getting numbers all over the place. What’s more, I was getting lower Direct fps than Game fps, which has never been the case before.
I don’t know if the update broke async reprojection, or simply toggled it on. But in tonights testing I noticed that this sporadic fps goes away when I uncheck “Allow asynchronous reprojection” in developer settings.
To get the desired Direct 60 fps, I must turn off steamvr async reprojection, but leave on async repro in vorpX menu.
Anyway, just wondering if anyone else noticed this, or if it was just coincidence.Oct 20, 2018 at 6:34am #175964Jey123456Participant
While i dont believe the new smoothing movement stuff actually activated for me, even without that my frametime drastically lowered when i switched to the beta and gaming using vorpx became even more enjoyable.
I’m honestly not sure if the smoothing movement feature worked and just did not display as such in my steamvr window or if its other optimisations that happened to affect me but i am happy with the result none the less.Oct 20, 2018 at 8:09am #175966dborosevParticipant
I’ve read that they’ve done other serious optimizations and changes as well that are always on even without the smoothing. Others have noticed it too.Oct 20, 2018 at 3:24pm #175979broksampsonParticipant
Does vorpx in face, have a way to use steamvr reprojection and motion smoothing?
Also, while artifacts may happen it’s actually not too often. And if I had to choose between that or dropped frames/judder/low fps. I’d choose smooth motion with artifacts in a heartbeat. Positional space warp sounds cool too.
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