07-24-2020 04:40 AM
RuneSR2 said:
Seems no-one is testing this rather important
subject - so I sat down today and downloaded Nefertari from both the
Oculus Store and Steam. I use Revive 1.9.2. Note this is kinda a worst
case scenario, Nefertari is 12GB for rooms that might be the equivalent
of 0.1% of Alyx, lol:
https://youtu.be/cMNC8ZtwCig
These
are my results - standing the exact same place, Epic settings (OTT
performance and pixel density hud used for CV1, FpsVR used for Index):
CV1 ss 2.0 (Oculus Store version) = 22.5 fps
Index res 100% (Oculus Store version) = 45 fps
Index res 200% (Oculus Store version) = 30 fps
Index res 200% (Steam version) = 45 fps
It's
really amazing how much better the Index looks and performs using
native Steam drivers. Getting 100% better performance using native Steam
drivers - and using res 200 % - compared to Rift CV1 ss 2.0 was not
exactly what I expected. Also note that Revive res 200% actually worked
better than CV1 ss 2.0 too.
This kinda puts the awesome performance I'm getting in Alyx into some perspective - but I'd need to test that more thoroughly.
07-24-2020 06:46 PM
07-24-2020 08:10 PM
07-24-2020 08:58 PM
pyroth309 said:
So I ran into an issue with this one. SteamVR can't super sample it. Fortunately it has a built in pixel density adjustment. I'm not familiar with how to calculate pixel density. In SteamVR with the linear adjustment the resolution is 1440x1804 at 100% and it's 2040 x 2552 at 200%. Do I just multiply the 100% numbers? IE for 1.4 pixel density (1.4)1440 x (1.4)1804 = 2016 x 2525? which would be the closest if that's the case. Perhaps @kojack can enlighten.
07-24-2020 09:27 PM
kojack said:
pyroth309 said:
So I ran into an issue with this one. SteamVR can't super sample it. Fortunately it has a built in pixel density adjustment. I'm not familiar with how to calculate pixel density. In SteamVR with the linear adjustment the resolution is 1440x1804 at 100% and it's 2040 x 2552 at 200%. Do I just multiply the 100% numbers? IE for 1.4 pixel density (1.4)1440 x (1.4)1804 = 2016 x 2525? which would be the closest if that's the case. Perhaps @kojack can enlighten.
Let's consider a hypothetical headset which has a native resolution of around 80x80 and a PD1.0 and SteamVR 100% resolution of 100x100.Oculus PD multiplies each axis. So 100x100 (10000 pixels) at 1.0 becomes 200x200 (40000 pixels) at 2.0.SteamVR multiplies the pixel count. So 100x100 (10000 pixels) at 100% becomes 141x141 (20000 pixels) at 200%.So doubling the pixel density doubles the resolution and quadruples the pixel count. Doubling the SteamVR scale doubles the pixel count and multiplies resolution by square root of 2.
07-24-2020 09:52 PM
07-24-2020 09:57 PM
kojack said:
Another fun little thing, because SteamVR runs on top of the Oculus SDK (for Rifts), the values combine. SteamVR 100% is based on the Oculus PD 1.0 value. But if you use the debug tool to set PD 2.0, then SteamVR 100% is now equal to PD 2.0 resolution and multiplies from that.So for anybody jumping between the two on a Rift, make sure to reset PD back to 1.0 before messing with SteamVR scaling.
07-25-2020 10:11 AM
07-25-2020 10:51 AM
07-25-2020 12:49 PM
07-25-2020 01:05 PM
pyroth309 said:
Seeking Dawn -Steam VR Version - I went through the beginning tutorial part in both versions, went through the bridge and then got out into the first stage. Killed a few mobs and repeated it on Oculus. Went in with 200% SS/90hz all settings on max with Anti Aliasing on. In Game pixel density to 1.0 and I was getting 45-60 fps, GPU loading of 96-98% CPU around 50 and frame times of 18-21ms. Unfortunately, there's more pixel crawling going on in this game than Elite dangerous. I tried turning anti-aliasing on and off no difference. I went up to 250% SS and again no real change in the flicker. I went down to 150% and flickering was reduced...but the blur was unbearable. Not sure what would need to be done to make this game enjoyable graphically.Oculus version through Revive - Pretty much the same performance wise. I did see a flat 40fps which I didn't on the steam version so probably slightly worse. Frame times were again a few ms higher with a peak of 24ms. Same problems with flickering.Honestly it's a shame that a game of this graphical quality has these issues. This could be one of the best VR games around if the devs were better at optimizing.
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"