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What resolution best matches the DK2's native resolution ?

Dark_Fread
Explorer
Hi there.

I received my OR DK2 a few days ago and I am somehow confused about resolution. At least half of the demos I tried so far allows you to choose which resolution you want to render the demo in.
It confuses me a little.
I know what the DK2 screen native resolution is, however It is also more than obvious that the pictures is stretched, deformed and split in half inside the headset. I don't know (if anyone does), how the Rift handles it.
Regarding my quite low GPU abilities (AMD 7850), you will understand I would like as much as possible not to compute "useless" pixels (even if it makes the pictures a little more aliased).
Basically, I would like to know what resolution to select before the game/demo starts in order to get a pixel-perfect render inside the DK2. Not down-sampled. Not over/super-sampled.

I can say without a doubt, in a usual situation, if a game is running at the native resolution of the screen or not. But it is far more difficult with a VR headset.

PS : I could bet the answer will differ regarding which engine is used. I am also afraid it is impossible to answer because the deformation is a post-processing effect.
OR DKII - Win7 64 - Phenom X4 965 - Radeon R9 380 2Go (15.7 driver) - RT v7.0
10 REPLIES 10

cybereality
Grand Champion
The resolution is 1920x1080, so you can choose this.

In some cases, that choice does not change the VR rendering, only the monitor/window resolution.
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saviornt
Protege
Speaking of resolutions cyber, what was the CV1 resolution again? Also the GearVR resolution?
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Chaoss
Expert Protege
"saviornt" wrote:
Speaking of resolutions cyber, what was the CV1 resolution again? Also the GearVR resolution?


CV1 is 2048x1200 I believe, and GearVR is 2560x1440. What's interesting is that people who have tried both say that the CV1 resolution 'feels' higher than GearVR.
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cybereality
Grand Champion
The consumer Rift is actually 2160×1200 at 90Hz.
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kojack
MVP
MVP
"Dark_Fread" wrote:
I know what the DK2 screen native resolution is, however It is also more than obvious that the pictures is stretched, deformed and split in half inside the headset.

The rift's panel is 1920x1080. There is no stretching, deforming or splitting going on in the hmd itself.

If the game is running at a different resolution to the panel, then the oculus driver (assuming you are in direct mode) will scale the frames to fit the panel's 1920x1080.

The game itself may choose to render the pre-distortion scene at any resolution. Around 1.5 times the panel res is recommended, otherwise the quality in the centre is reduced by the distortion. This resolution can even be dynamically changed during play, ramped up or down to match performance. At least in theory, I don't know of any game that currently does that.
Unless there's a setting in the game for it, you can't change that resolution. The option most games gives is just the post-distortion resolution.
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Roaster
Rising Star
The "deformation" is there by design to compensate for lens distortion and chromatic aberration.
The warping produces barrel distortion to negate the pincushion of the lenses, and the color banding is the opposite of what the lenses produce. You can hold a DK2 lens up to a phone screen to see what happens without the distortion.
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nosys70
Expert Protege
the original post was about the resolution of the game, not the rendering.
since the lcd panel of the rift's is 1920x1080 the actual resolution for one eye is 960x1080.
so it is logic to think that the game resolution should be ok with 960x1080.
if you are on the edge with GPU performance, that could make the difference versus using twice the pixel count.
after that, you can say that rendering the viewport as stereoscopic will double the pixel count horizontally, but
you cannot define this as the resolution of the game.
being finnicky about that could seems silly, but CV1 using 2 screens will bring back this wording issue back to the table.

crim3
Expert Protege
It's a 1920x1080 panel. So, that's the resolution that ultimately the application must output and so that's the resolution the 'user' must select if there's any option.

Dark_Fread
Explorer
"nosys70" wrote:
the original post was about the resolution of the game, not the rendering.
since the lcd panel of the rift's is 1920x1080 the actual resolution for one eye is 960x1080.
so it is logic to think that the game resolution should be ok with 960x1080.


Yeah, that's actually what I'm wondering. You got the point.

You can hold a DK2 lens up to a phone screen to see what happens without the distortion.


I have a very good idea of how it looks like, my actual job is all about optics 😉 I'm not talking about that.

Basically I'm wondering if the resolution of a VR game is set, then split and deformed and stretched before it is sent to the HMD, or if the process is a bit more subtle.
As nosys70 pointed out, the headset enventually displays a 960*1080 (again, deformed) picture for each eye.
It's clearly not equal to a FullHD render.
OR DKII - Win7 64 - Phenom X4 965 - Radeon R9 380 2Go (15.7 driver) - RT v7.0