Forum Replies Created
-
AuthorPosts
-
v301Participantv301Participant
I was only able to use PICO4 with games from Steam. It seems that non-Steam games are not supported by vorpX for PICO4.
All you have to do is connect two cables to the same LUL monitor :)
Jan 8, 2023 at 2:47pm in reply to: Using native per eye aspect ratio and performance (full vr mode) #214569v301ParticipantA video image that does not require scaling frees up the resources of the graphics card, of course, the higher the stretcher, the wider the field of view of the eyes.
The tip of the nose covers 16:9 and 4:3 is clearly visible, above the nose at eye level, the native HMD resolution of 1:1 two squares is clearly visible.Jan 8, 2023 at 2:42pm in reply to: Using native per eye aspect ratio and performance (full vr mode) #214568v301ParticipantI found a way to increase FPS by 200%, GTX, RTX, LCD, OLED – HMD.
just set CRU 1.5.2 to two squares of the native HMD resolution, and connect the monitor via the 8K Display port switch, this will allow you to freely add a resolution above 4095px for the game engine and within the pixel frequency (up to 600Mhz for me) 30-90HZ screen refresh.A video image that does not require scaling frees up the resources of the graphics card, of course, the higher the stretcher, the wider the field of view of the eyes.
The tip of the nose covers 16:9 and 4:3 is clearly visible, above the nose at eye level, the native HMD resolution of 1:1 two squares is clearly visible.v301ParticipantIf you use OpenXR then press Win+Y it works also with Pico4 in SteamVR, but is have already instaled Hp reverb g2, so I don’t know how it works for Pico4 alone.
v301ParticipantTips:!!
For LCD and OLED monitors that are wider than 4095px
a physical 8K DisplayPort 1.3 or 2.0 switch must be purchased
and edit “extensions blocks” in CRU1.5.2 system edid editor.
There we add a 5760×2880 (any Hz) slot for Pimax Crystal and a second 4320x2160px (any Hz) slot for 4K Headsets.This allows you to maintain 200% GPU FPS without the need for scaling.
In the settings, check “create 3 virtual monitors when starting VR” after creating the virtual monitors, change up to added native resolutions of the VR headset You have so that the game engine renders 1:1 pixels. When we turn off VR “3 virtual monitors are closing” and the system automatically returns to the native resolution of our physical monitor.
For monitors up to 4095px wide, we add custom resolutions to the Nvidia, Ati-Radeon or Intel in custom resolution drivers editor. It works.
example:
v301ParticipantWorks, excellent Thank You Ralf for VorpX.
VorpX can handle the curved image vertically and horizontally in proportion, which is awesome! “Virtual Decktop” can’t vertically warp what looks like an upturned hourglass, poorly :(. I have 2 VorpX licenses and I’m not afraid to use them :)Nvidia adding native custom resolution e.g. 60Hz symmetrically to glasses, ups FPS by half from 24 FPS to 48 FPS in SOTR-benchmark, same “stream Twitch on VR” if browser display native “CSS fixed” stream resolution, no window scaling , raises FPS by half.
PS: LCD or OLED monitor must support custom resolution, otherwise please don’t buy this monitor :)
v301ParticipantWorks, excellent Thank You Ralf for VorpX.
VorpX can handle the curved image vertically and horizontally in proportion, which is awesome! “Virtual Decktop” can’t vertically warp what looks like an upturned hourglass, poorly :(. I have 2 VorpX licenses and I’m not afraid to use them :)Nvidia adding native custom resolution e.g. 60Hz symmetrically to glasses, ups FPS by half from 24 FPS to 48 FPS in SOTR-benchmark, same “stream Twitch on VR” if browser display native “CSS fixed” stream resolution, no window scaling , raises FPS by half.
PS: LCD or OLED monitor must support custom resolution, otherwise please don’t buy this monitor :)
v301ParticipantI have a Pico 4 and I have an HP reverb G2, both of these kits work very well when the game is running and rendered in 4K.
If you run the game in FullHD, then half of the hero’s character, head and ankles will be blurred and the center of the action will be sharp. This is due to the lenses that in the middle of 70% of the field of vision are sharp, and the remaining 30% are blurred, you then have to move your head up and down instead of the eyeballs themselves, which is very annoying and spoils the comfort of the game.
You must run the game in 4K to keep your head up and down and see the center of the action in 70% FoV of the lens for both HP reverb g2 and Pico4.
Oculus Quest 2 has half the field of view of what Pico4 has, that’s how I feel as a user. I also have 70IPD, the upper limit.
v301ParticipantThanks for your reply, Ralf.
Now many people are probably wondering how important single-core and multi-core CPU performance is.Should I use 6 (32MB L3) or 12 (2x32MB L3) core cpu?
v301ParticipantPico 4 is the equivalent 1080px vertical field of view of a classic monitor presenting 100% sharpness. And it’s much better than the Hp reverb g2 or Meta Quest 2 which I had before and sent back to the store I estimate about 720px vertically on a standard monitor. The rest of the space around 1080px (540px top 540px bottom to full 2160px height) from the center of the screen is blurry. No perfect lenses of the VR set have been produced yet, presenting 100% sharpness of the entire field of view, but Pico 4 is the best available today. December 2022 in 4K. 2160×2160 72mm IPD native screen resolution.
-
AuthorPosts