02-16-2020 01:31 AM
04-12-2020 05:51 AM
Mradr said:
The only reason you like to use SS + AA is because of the short comings on CV1 screens that could be replace right now with better OLED full range RGB thus removing half the performance problems while providing a better screen image.
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"
04-12-2020 06:00 AM
RuneSR2 said:
Mradr said:
The only reason you like to use SS + AA is because of the short comings on CV1 screens that could be replace right now with better OLED full range RGB thus removing half the performance problems while providing a better screen image.
Fully agree - I'd love for Oculus to put the Quest oled panels in a CV1 and call it a CV2 or whatever they like - no need to change headphones, tracking nor Touch! Oculus would be the king of price, image quality, performance and quality (=tracking + audio) by such a simple solution.
Btw, due to Alyx I've not been using CV1 for a few weeks, and going back to the CV1 SDE can be tough - but forcing very high levels of ss helps a lot - but we are spending an extreme amount of gpu power to make using an old Gen1 oled hmd bearable. I do doubt that many will buy into VRSS and other RTX features just to make their CV1 shine in a few supported games though 😉
04-12-2020 07:41 AM
04-12-2020 08:36 AM
Netheri said:
@RuneSR2 i still would've appreciated, if you disabled the adaptive GPU Scaling with ASW before you tested the Stormland. 😉 How was the headroom on Stormland on SS 2.0 45fps and how much was it in 1.3SS 90 FPS with the Scaling and ASW enabled? In any way, some ppl notice 45fps vs. 90fps more than others. My eyestrain is much worse on 45fps than on 90fps. Also, if in Home my rig goes over 1.3SS without "cheats" the hands start to lag & stutter right away and also looking around gets the stutter, everything over 1.4 start to produce slower and slower still image show. Of course, i can try locked 45fps with 2.0SS without adaptive CPU Scaling and see, what happens. What i think will happen is a still image show.
Fact is: For native 90fps (or more) with SS2.0 (multiplying the native combined resolution of Rift) no matter the game there really would be a behemoth of a machine needed. I think DLSS2.0 and with it in the end eye tracked foveated rendering will bring even more fidelity for the VR resolutions with same or even less power we have on out rig at the moment.
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"
04-12-2020 12:24 PM