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Honored Contributor
June 10, 2019
Question

The Index thread (please keep to subject)

As per the title, please respect the users who post here and keep it on topic, any nonsense and......grrr

2974 replies

RuneSR2
Honored Contributor
July 24, 2020
Of course results will be limited to one rig - and it's difficult only changing one variable when using different hmds and resolutions. 

Btw - did try 120 Hz in a few more Revived games with Index res 200%. Worked perfectly for Shooty Skies as previously mentioned, and also for Lucky's Tale - but the fox is animated in some special way, and that resulted in some small glitches at 120 Hz, while the environment worked perfectly in solid 120 fps. Pistol Whip also works in 120 Hz, but I can't maintain solid 120 fps using res 200%. If I have to choose, res 200% always wins. With a GTX 1080 the amount of games working in solid 120 fps/Hz and res 200% is small - but they do exist. Kin also worked in solid 120 fps/Hz res 200%, but I felt some animations were faster than usual, but I only tested it for a few minutes. Being locked to 90 fps, maybe forcing Oculus games and apps to use 120 Hz can introduce some errors that may not be present using the Steam versions... 
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
Up and Coming
July 24, 2020

RuneSR2 said:

Of course results will be limited to one rig - and it's difficult only changing one variable when using different hmds and resolutions. 

Btw - did try 120 Hz in a few more Revived games with Index res 200%. Worked perfectly for Shooty Skies as previously mentioned, and also for Lucky's Tale - but the fox is animated in some special way, and that resulted in some small glitches at 120 Hz, while the environment worked perfectly in solid 120 fps. Pistol Whip also works in 120 Hz, but I can't maintain solid 120 fps using res 200%. If I have to choose, res 200% always wins. With a GTX 1080 the amount of games working in solid 120 fps/Hz and res 200% is small - but they do exist. Kin also worked in solid 120 fps/Hz res 200%, but I felt some animations were faster than usual, but I only tested it for a few minutes. Being locked to 90 fps, maybe forcing Oculus games and apps to use 120 Hz can introduce some errors that may not be present using the Steam versions... 

Honestly I found for the couple of weeks that I had my Index, that I got the best performance out of my 1080 by just running 80 hz and supersampling as high as I could. There really wasn't much noticeable difference to me between 80 and 90. I could definitely tell 144 from 90 though.

Up and Coming
July 24, 2020
I'm gonna make a new thread because I don't want to derail this one from Index since i'll be talking about O+ which I'm sure noone in here cares about.
Inspiring
July 24, 2020
I think you are the only one with one :)
Up and Coming
July 24, 2020


I think you are the only one with one :)



Yea, most likely. I think everyone went to Index or Reverb that had one. I wouldn't have sold my Index if the glare wasn't such a problem for me.
RuneSR2
Honored Contributor
July 25, 2020
Just had the most awesome experience in a long time, but need to investigate more before jumping to conclusions.

Previously I never liked Steam's Motion Smoothing, because I got a lot of reprojections and artifacts, and ASW 2.0 was so much better. It's been months since I tested Motion Smoothing the last time, and SteamVR has been updated several times.
Today I got some dips below 90 fps in Paper Beast res 200%, and I thought why not test some Motion Smoothing. To my great surprise the game now became totally smooth, felt like a constant 90 fps - like I've only seen it with ASW 2.0. I could see some movement errors when waving my hands, also like when using ASW 2.0, but moving forward/backward or strafing left/right was perfect - like using ASW 2.0.

I need to test more games, but this was the first time Motion Smoothing worked close to perfectly - again like ASW 2.0. 
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
Up and Coming
July 25, 2020

RuneSR2 said:

Just had the most awesome experience in a long time, but need to investigate more before jumping to conclusions.

Previously I never liked Steam's Motion Smoothing, because I got a lot of reprojections and artifacts, and ASW 2.0 was so much better. It's been months since I tested Motion Smoothing the last time, and SteamVR has been updated several times.
Today I got some dips below 90 fps in Paper Beast res 200%, and I thought why not test some Motion Smoothing. To my great surprise the game now became totally smooth, felt like a constant 90 fps - like I've only seen it with ASW 2.0. I could see some movement errors when waving my hands, also like when using ASW 2.0, but moving forward/backward or strafing left/right was perfect - like using ASW 2.0.

I need to test more games, but this was the first time Motion Smoothing worked close to perfectly - again like ASW 2.0. 



Yea it's hit or miss for me still. Some games it works fantastic, others not so much.
RuneSR2
Honored Contributor
July 25, 2020

pyroth309 said:


RuneSR2 said:

Just had the most awesome experience in a long time, but need to investigate more before jumping to conclusions.

Previously I never liked Steam's Motion Smoothing, because I got a lot of reprojections and artifacts, and ASW 2.0 was so much better. It's been months since I tested Motion Smoothing the last time, and SteamVR has been updated several times.
Today I got some dips below 90 fps in Paper Beast res 200%, and I thought why not test some Motion Smoothing. To my great surprise the game now became totally smooth, felt like a constant 90 fps - like I've only seen it with ASW 2.0. I could see some movement errors when waving my hands, also like when using ASW 2.0, but moving forward/backward or strafing left/right was perfect - like using ASW 2.0.

I need to test more games, but this was the first time Motion Smoothing worked close to perfectly - again like ASW 2.0. 



Yea it's hit or miss for me still. Some games it works fantastic, others not so much.


Interesting, I need to retest some V-Racer Hoverbike - that game needs some serious motion smoothing using Index, due to ASW 2.0 I've been using CV1 for that game. 
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
Up and Coming
July 25, 2020

RuneSR2 said:


pyroth309 said:


RuneSR2 said:

Just had the most awesome experience in a long time, but need to investigate more before jumping to conclusions.

Previously I never liked Steam's Motion Smoothing, because I got a lot of reprojections and artifacts, and ASW 2.0 was so much better. It's been months since I tested Motion Smoothing the last time, and SteamVR has been updated several times.
Today I got some dips below 90 fps in Paper Beast res 200%, and I thought why not test some Motion Smoothing. To my great surprise the game now became totally smooth, felt like a constant 90 fps - like I've only seen it with ASW 2.0. I could see some movement errors when waving my hands, also like when using ASW 2.0, but moving forward/backward or strafing left/right was perfect - like using ASW 2.0.

I need to test more games, but this was the first time Motion Smoothing worked close to perfectly - again like ASW 2.0. 



Yea it's hit or miss for me still. Some games it works fantastic, others not so much.


Interesting, I need to retest some V-Racer Hoverbike - that game needs some serious motion smoothing using Index, due to ASW 2.0 I've been using CV1 for that game. 


I think I still have it installed, i'll give it a try later on myself. WMR uses SteamVR's motion smoothing now. It's the same algorithm so should be the same results. Be nice to know for sure.

Honored Contributor
July 26, 2020
Probably a personal preference thing but I always avoid using ASW or Motion Smoothing for everything (Vive Pro and Rift cv1).  While these can result in less stuttering I still find I get too many unwanted/ugly artifacts like wavy building windows with flight/racing sims.  I generally find that I get a better result with more complex games/sims by limiting SS or %PD.  Each to their own I guess.
9800x3d, rtx5090, X870E MB w/wifi7, 64Gb 6000 ram, 2x2TB SSD, 1000W PSU, Win 11pro, QPro, Q3, w/Link and Air Link, Vive Pro1 with 2x2.0 base stations, Etsy lens mod and Index Controllers