Quest 2, Vorpx and TimeWarp

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  • #202169
    erised
    Participant

    Greetings,

    Fore reference, I have an RTX 3080 and I7-10700k.

    While using my Quest 2 with vorpx I have turned off Spacewarp in oculus debug tool and have disabled Async reprojection in vorpx and yet I still seem to be getting a timewarp effect in full vr mode. This is happening in Metro Exodus and The Outer Worlds, and to a slightly lesser extent in Titanfall 2.

    The black sides and top are sliding into position when I turn my head quickly. I have a rock solid 90 FPS (confirmed by Vorpx FPS and Oculus Debug performance window). For reference, the game settings I am using for my vorpx session garner 250+FPS when not using Vorpx so I am extremely confident I am getting over 90 FPS at all times.

    This is happening both using Airlink and Oculus Link via cable.

    Is there a setting in Vorpx I am missing to truly disable timewarp? Vorpx says I am getting full 90 FPS so I am very confused at this point.

    Thanks,
    Erised

    #202173
    Ralf
    Keymaster

    Compared to actual PCVR headsets with Quest you always have a few extra milliseconds of latency that will be compensated with interpolation (‘Timewarp’) on the Quest itself due to the involved video compression/decompression. Probably a bit more with Air Link than with wired Link, depending on your Wi-Fi network. At 90fps that typically shouldn’t really be noticable though unless you turn around your head very quickly. What you set in the PC debug tool doesn’t affect what happens on the Quest.

    BTW: To minimize latency on vorpX’s end switching the ‘Headset Sync’ to ‘Safe’ is worth a shot. Will cost some game FPS, but in turn yields the best possible latency as far as vorpX is concerned.

    #202178
    erised
    Participant

    Thanks for the prompt response Ralf – this makes perfect sense. The bottleneck here being the encoding, data transfer and decoding process. The spacewarp being more pronounced the longer this process takes the quest and hence why it would be worse in more graphically intense games.

    Alas this makes me quite disappointed. Most of my VR gaming is through Vorpx and coming from a CV1 the Quest 2 is a downgrade in overall experience for graphically intense games although a step up for less graphically intense games. The Q2 really is a jack of all trades headset and although it can do everything, it definitely is a step back in some ways and full vr vorpx is one of those step backs it seems :(.

    I would consider another VR headset but the biggest things holding me back are

    1) Controller and headset scripting. Using autooculus touch and python scripting it is very easy for me (a coding rookie) to script motion based actions into vorpx games. So for example in Metro Exodus, squeezing my grip button plus raising my right controller to 20 degrees brings up my characters gun and letting go of the grip button drops the gun to the low position. Also headset tracking for real life crouching and jumping translating to Vorpx jumping/crouching.

    Ralf have you considered adding such actions to Vorpx? I’ve seen head crouching but I couldn’t get it to work. These actions go a long way to making Vorpx games more engaging and immersive, now that I have experienced them I cannot go back.

    2) VR Cables. Proprietary cables are infuriating. I had to replace my CV1 because the cable was toast and it cost 150-200 dollars for a used one. One of the big draws of the quest is that if my pulley system kinks and wrecks my USB 3.0 cable then I just need to spend 15 bucks on a new one. Plus I can have one cable routed full time through my pulley system and one routed to my chair for flight sims.

    Here’s hoping the Q2 pro or Q3 comes with a displayport so the Quest line can truly live up to all of its potential.

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