HTC Vive Owners Thread

So I tested Star Wars Tatoonie and VR-SLI mGPU worked properly. GPU use was indeed equal to both cards. At least that gives me a little hope for a more robust mGPU future.

It's been supported more than I expected.

I am still weary. It was annoying enough when a patch would break mgpu with normal games. Now you might not notice before it's too late and you're motion sick for the rest of the day from low FPS.
 
I tried out Async reprojection (finally) in Raw Data. Seemed a bit better than regular but instead of the blur now you get stutter, so I'm not sure if it's perfect but it does seem like a step in the right direction.
 
I tried out Async reprojection (finally) in Raw Data. Seemed a bit better than regular but instead of the blur now you get stutter, so I'm not sure if it's perfect but it does seem like a step in the right direction.
When I first tried Async Reprojection it made my positional movements(hand movements) in Raw Data nearly perfect with a skip every once in a while. After more testing I found that my FPS in Raw was going from 85-90fps. With Interleaved Reprojection the hand movements would stay at a blurry 45fps. With Async it was mostly smooth with those skips/stutters when below 90fps. If I crank Supersampling way up then hand motion got unbearably stuttery. Looks like Async is only good for momentary FPS below 90fps.
 
Thanks for the info Kyle. I understand the reasoning for 3 GPU VR-SLI requirements, but there will be almost no one with this configuration to run this, even within the enthusiasts.
Fun House is largely a tech demo to show off what is possible.
 
Anyone try going past 15'x15'? If I mount them directly apart from each other (the scanner boxes), I am at 19' at my friend's gym. I read about a guy getting away with 17'.

I can put them not directly across from each other but I know that's not completely ideal for tracking. I think I got away with it at home since my room was only 10x10 but at 15x15 I imagine you need all the resolution you can get.
 
Valve has said the primary limitation is the sync pulse, not the tracking itself. If there is a lot of ambient light you will likely need the sync cable that was included with the vive
 
Gotcha. I'd like to think they have a safety margin in there. :). There's no basement and I'd hate to run a black wire around her new room...
 
Anyone try going past 15'x15'? If I mount them directly apart from each other (the scanner boxes), I am at 19' at my friend's gym. I read about a guy getting away with 17'.

I can put them not directly across from each other but I know that's not completely ideal for tracking. I think I got away with it at home since my room was only 10x10 but at 15x15 I imagine you need all the resolution you can get.

Make sure to try it out the locations first as the max distance between the lighthouse modules is 15.5' and they are not kidding, had them 16' apart and couldn't get them to work consistantly until moving them closer. Not sure what drives this distance, I think the optical link between the lighthouses. May vary some depending on your room and hardware. Might be bluetooth limits too.
 
Bluetooth is only used for power management and firmware updates in the lighthouses, and I believe the lighthouses only talk to the HMD for those functions, not each other.
 
Saw a post where a guy was doing 21.5ft and it works but he got warnings. 5m is 16.33ft... I'll give 19ft a shot and see what happens. She uses fluorescent lighting and it's a pretty noise low environment.

I'll find out in the morning! Worst case I drill more holes into her walls bahahaha. It's a brand new room for Yoga + Vive.

She might also put a projector for kids movies. I told her that'd be cool because we could project what the person using the Vive sees.
 
I wonder if my LED light fixture was hurting the effective range some, not sure if they throw out any IR or not.

I was tempted to set up in my HT room but was too scared I'd hit my floor standing speakers even if they are outside the VR area. Plus when the system is on it crushes all IR remote traffic which may get annoying if you forget to turn one off before using the other.

It's good to have lots of space :)
 
I want one but I will wait for reviews, battery life stats, and hopefully extra battery costs to be revealed before I decide to buy one. I'll probably really need to put some padding on my TV if I get that. I think the chord is the last thing really keeping me from not going "all in" when playing. You'd think the chaperone walls I setup to be at pretty high brightness when activated would do that but after some time playing your mind starts ignore them also.
 
19' between base stations works just fine.

My daughter was playing tilt brush and complained she ran out of room! Spoiled rotten kids.
 
I want one but I will wait for reviews, battery life stats, and hopefully extra battery costs to be revealed before I decide to buy one. I'll probably really need to put some padding on my TV if I get that. I think the chord is the last thing really keeping me from not going "all in" when playing. You'd think the chaperone walls I setup to be at pretty high brightness when activated would do that but after some time playing your mind starts ignore them also.
Planning things out, if I get a Vive (becoming more likely as time goes on) I will use a barrier like plastic caution tape to give a physical feedback where I am at, can be at different heights for feedback on direction. Same here, I don't want to damage some rather expensive equipment while having some fun, be too conservative in the game or hurt myself at the same time
 
Are you guys using Async Reprojection exclusively? Even in something like H3VR it seemed to introduce a lot of stutter in hand movements that almost seems worse than blur from standard reprojection.
 
Are you guys using Async Reprojection exclusively? Even in something like H3VR it seemed to introduce a lot of stutter in hand movements that almost seems worse than blur from standard reprojection.
I find it really depends on the game and your GPU performance. If your running mostly 90fps with only occasional minimal drops to 80fps then Async only looks better. For games that have larger drops or more time in Reprojection then i would use both methods.
 
The configurable SS value is a multiplier to the internal value of 1.4.

An INI file SS value of 1.0 means you are actually supersampling at 1.4x.

According to valve's presentation on the subject (pg 38)

Default for SteamVR - "1.0" in INI = 1.4x SS = 1512x1680x2 = 5MP (1512x1680 is per eye resolution, divide by 1.4 and you get native panel res)

And extrapolating..
"2.0" setting in INI = 2.8x SS = 3024x3360x2 = 20MP


That's double the pixels of 4k and even my Titan XP can't handle it in most games I tried.

Thanks for the info, very much appreciated! :)

I was wondering why my Titan XP couldn't even handle 2x everywhere, where online guides suggest 2.5, with users saying they'd had to settle for 'only' 2.2x etc.

"1.4285714285714285714285714285714x" it is then for 2x actual!

I wonder if it handles a floating point that long... :p
 
My performance, specifically in H3VR but other titles as well, has been really bad lately. Haven't changed anything except maybe driver updates. Anyone else?
 
Big one is forcing GPU memory to some weirdly low number on pascal cards
 
19' between base stations works just fine.

My daughter was playing tilt brush and complained she ran out of room! Spoiled rotten kids.

A lot of people don't realize that in Tilt Brush you can Teleport in your artwork. It's one of the options. No reason to run out of space.
 
Big one is forcing GPU memory to some weirdly low number on pascal cards
Is that only for cards with the problematic Micron memory? Might be a crude workaround for those cards without a BIOS update to address.
 
I'm not having issues with memory speeds (or clock speeds, or overheating...monitored my stats and everything is good) but in H3VR, specifically the Friendly .45 range, I get some massive framerate drops where before I was fine. It seemed like performance was worse in Raw Data as well.

Could be app-specific but all around things seems slower so I thought maybe it was more of a driver issue.
 
New game that looks pretty cool, and there is a demo as well:



I tried the demo awhile back...it felt like sort of a puzzle room type game, but also with maybe some horror elements? Not sure. Just released the full version, ~$25 for 4-5 hours of gameplay supposedly.
 
New game that looks pretty cool, and there is a demo as well:



I tried the demo awhile back...it felt like sort of a puzzle room type game, but also with maybe some horror elements? Not sure. Just released the full version, ~$25 for 4-5 hours of gameplay supposedly.

About to try it out now.
 
For factory overclocked cards.
New game that looks pretty cool, and there is a demo as well:



I tried the demo awhile back...it felt like sort of a puzzle room type game, but also with maybe some horror elements? Not sure. Just released the full version, ~$25 for 4-5 hours of gameplay supposedly.

That game is trippy. AND HUGELY GPU-Intensive at default settings. It challenges the TITAN X.
 
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