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HTC Vive Owners Thread

Definitely looks like that stupid friends list updating thing. Luckily I only have 3 or 4 friends on steam!

I think you can create a new account and share your vr games or something like that
 
Definitely looks like that stupid friends list updating thing. Luckily I only have 3 or 4 friends on steam!

I think you can create a new account and share your vr games or something like that

I clicked on an option not to go online with friends when steam starts, or something like that, we'll see if it works tomorrow...

If that's the problem I'd be happy, by issues like that always perplex me... How they even exist.

On a seperate note I did 2x super sampling. Really helps.
 
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I clicked on an option not to go online with friends when steam starts, or something like that, we'll see if it works tomorrow...

If that's the problem I'd be happy, by issues like that always perplex me... How they even exist.

On a seperate note I did 2x super sampling. Really helps.

Sounds like a weird issue. You can go "Offline" on the Friends List if it being online and updating is the issue (sounds like that's what you may have done already).

You mean 2.0 supersampling in the config file? Not sure what your hardware is but on my 1080 I have it set at 1.5 and that works for the most part. Gets a little laggy in some games like Raw Data and Onward occasionally. I really wish they would allow you to set it on a per-game basis. I think some games are including it within the game settings, which is awesome.
 
Sounds like a weird issue. You can go "Offline" on the Friends List if it being online and updating is the issue (sounds like that's what you may have done already).

You mean 2.0 supersampling in the config file? Not sure what your hardware is but on my 1080 I have it set at 1.5 and that works for the most part. Gets a little laggy in some games like Raw Data and Onward occasionally. I really wish they would allow you to set it on a per-game basis. I think some games are including it within the game settings, which is awesome.

I didn't get to try the friends list thing yet. I tore it all down... Besides the mounting brackets hidden behind the curtains.

Yup, in the config file. I have a 1080. I was going to try and run at medium in some games if need be. I'd rather have SS over some details.
 
I didn't get to try the friends list thing yet. I tore it all down... Besides the mounting brackets hidden behind the curtains.

Yup, in the config file. I have a 1080. I was going to try and run at medium in some games if need be. I'd rather have SS over some details.
SS @ 2.0 is nearing 4K resolution. The 1080 will have problems keeping 90fps in some Vive games with that high of SS.
 
SS @ 2.0 is nearing 4K resolution. The 1080 will have problems keeping 90fps in some Vive games with that high of SS.

I think it's only twice the pixels. 4MP instead of 2MP (where 4k is 8MP). I looked and my utilization only went from 25% to 50%. Kinda like DSR, DSR of 4.0 is 4k from 1080p.
 
I'd love to see TitianP vs. 1080 vs. 1080 SLI at 4K tests. Right now it looks like a TitanP may even not be powerful enough for 4K with some games. Tempted to just get a gsync 1440p monitor instead of dealing with 60Hz no-sync 4K with reduced settings like I am now.

My 980 Ti seems to be holding up well for VR for most games, and to get a big bump in quality over it you'd need the TitanP. Motivation to upgrade just for that is low, maybe if I had more time to play VR games...
 
I think it's only twice the pixels. 4MP instead of 2MP (where 4k is 8MP). I looked and my utilization only went from 25% to 50%. Kinda like DSR, DSR of 4.0 is 4k from 1080p.

I tried 2.0 myself in a few games and you definitely are going to fall into reprojection frequently only a 1080. That said, it seemed playable for the most part.
 
I think it's only twice the pixels. 4MP instead of 2MP (where 4k is 8MP). I looked and my utilization only went from 25% to 50%. Kinda like DSR, DSR of 4.0 is 4k from 1080p.

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.
 
I really wish they would allow you to set it on a per-game basis. I think some games are including it within the game settings, which is awesome.

I think it has to do with the current Vive tool kit devs get. Was reading on DCS's forum and one of their devs said Pixel Density / SS (seen it referred to as both) in the game is forth coming but they are waiting for HTC. The OR allows you to change PD in the game.

I tried 2.0 myself in a few games and you definitely are going to fall into reprojection frequently only a 1080. That said, it seemed playable for the most part.

I ran 2.0 for a while but the 980ti will just stay in reprojection or lower. I saw 30 FPS in DCS World and it wasn't playable. I use 1.5 now for DCS which helps greatly reading fine details. Hopefully the 1080 helps. It should arrive this afternoon.

On other games I really haven't seen a huge improvement changing PD/SS but haven't really tried. Have you seen a great improvement in typical VR games like lab or others?
 
The lab uses adaptive quality and will automatically increase the SS multiplier up to 1.4 (giving a total SS of basically 2) on its own, if the computer can handle it. I think it ignores the config value that you can manually modify.

Space pirate trainer benefits a lot from SS.
 
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.

Well, not sure why my utilization didn't quadruple and only doubled going 1.0 to 2.0. I guess I don't care. I don't have any demanding games yet but I'll set it from 2.0 to 1.5 based on your guys suggestions. I'd hate to forget to set it and get myself sick.
 
Well, not sure why my utilization didn't quadruple and only doubled going 1.0 to 2.0. I guess I don't care. I don't have any demanding games yet but I'll set it from 2.0 to 1.5 based on your guys suggestions. I'd hate to forget to set it and get myself sick.
You are doubling the pixels not quadrupling.
 
You are doubling the pixels not quadrupling.

That's what I assumed but pj- said otherwise. In the end it doesn't matter. I set it at 1.5 so I don't go below 90 FPS.
 
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That's what I assumed but pj- said otherwise. In the end it doesn't matter. I set it at 1.5 so I don't go below 90 FPS.
Apologies, it is a resolution scale multiplier not a pixel multiplier.
He is correct.

Looks like there is a bit of free benefit regarding GPU power needs vs res.
It strikes home the res required to make it look good!
By setting 1.5 in the .ini, you are rendering at 4.21x the actual res of the OLEDs !!
 
The SS setting is a multiplier on both the horizontal and vertical rendering resolution. In order for "2.0" to only be a doubling of pixels, steamvr would have to be taking the square root of 2 and multiplying the horizontal/vertical resolutions by that value. It's needlessly complicated and doesn't make sense.

Look at the table on page 38 of the GDC talk I linked.

The steamvr "default", which equates to renderTargetMultiplier: 1.0, is 1512x1680x2
In the same table, renderTargetMultiplier: 1.4 is 2116x2352x2

That is 5MP vs 10MP. Double the pixels, but only a 0.4 increase to the multiplier.

Setting renderTargetMultiplier to 2.0 is absolutely quadrupling the number of pixels vs. a setting of 1.0

Edit: Bah, I should have waited another 5 mins before replying


Well, not sure why my utilization didn't quadruple and only doubled going 1.0 to 2.0. I guess I don't care. I don't have any demanding games yet but I'll set it from 2.0 to 1.5 based on your guys suggestions. I'd hate to forget to set it and get myself sick.

For the same reason a game running at 1080p 60fps wouldn't necessarily run at 15fps 4k. The amount of pixels you're drawing is only part of the overall GPU load
 
Apologies, it is a resolution scale multiplier not a pixel multiplier.
He is correct.

Looks like there is a bit of free benefit regarding GPU power needs vs res.
It strikes home the res required to make it look good!
By setting 1.5 in the .ini, you are rendering at 4.21x the actual res of the OLEDs !!

I do wish the res was a little higher on these screens. I guess that will come with time. Higher res screens + wireless would be awesome. Although the wires don't bother me at ll, surprisingly, and super scaling makes it tolerable.

I suppose there wasn't much of a market for tiny 90Hz+ screens until now. :)
 
Glad you found the cause...sucks when it's something simple like that that you wouldn't normally think of.

Yeah, and I disabled it for an hour (a button in the program) and that didn't help so I thought it wasn't that. Today I exited it completely - boom everything was perfect. Uninstall!

My friend who owns a gymnastics gym wants to use two of these for parties. She tried it this morning and was blown away. She's actually anti-video game too. Haha. I put her into The Lab and she played with the puppy and did the skeleton slice.
 
I also bought one of these and cut it to shape per some Reddit user's direction, and I like it quite a bit. Very thin so you get a wider POV and also seems to breathe a bit better than the VRCovers one.
I highly recommend this sleep mask mod. I just got mine today and eyeballed the cut and it's great it gives a much better FOV and it's surprisingly comfortable. It only cost $4 with prime when I bought it 2 days ago. I was thinking about getting the thinner VRCovers one but I thought why not do the mod first since it was only $4, so glad I did it that way. :) Thanks MavericK.
 
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I highly recommend this sleep mask mod. I just got mine today and eyeballed the cut and it's great it gives a much better FOV and it's surprisingly comfortable. It only cost $4 with prime when I bought it 2 days ago. I was thinking about getting the thinner VRCovers one but I thought why not do the mod first since it was only $4, so glad I did it that way. :) Thanks MavericK.

Thanks for the heads-up about the price...picked up two more. Normally they are 7 bucks I think.

There is a template out there somewhere to guide your cuts, but it's pretty easy to do it free hand, and it doesn't have to be perfect.

I have the thin VRCovers and I think this mask is actually a bit thinner, so you get maximum FOV. Plus it seems to make my face sweat less.
 
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Lol is it really this big of a PIA? Killing my enthusiasm for getting to setup mine on friday.

I was up and running in less than 30m from unboxing (including firmware). Depends on how well you can follow the easy to follow on screen instructions...
 
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Lol is it really this big of a PIA? Killing my enthusiasm for getting to setup mine on friday.
It can be but it really depends on how you plan on setting it up. FYI you don't have to do the firmware upgrades immediately, when I got my Vive I held off doing firmware upgrades till the next day so I could play immediately. It didn't take me long to setup, but I planned it out ahead since I knew I didn't want to wall mounting the light houses so I had all the extra stuff I needed ready and waiting. The thing that took the longest was clearing stuff for room space which I did ahead of time also. For me it felt like it took a long time to setup the Vive because I did a bunch of other stuff ahead of time that I counted towards setting it up, but the actual get it up and running after I picked up the vive was really fast.
 
Lol is it really this big of a PIA? Killing my enthusiasm for getting to setup mine on friday.

I think it was more of a joke about summoning demons rather than how long it takes to set up or how difficult it is.

At least, that's how it was presented where I found it (Reddit).

The actual setup is not that difficult at all. The hardest part figuring out where to put/mounting the Lighthouses. I started out using light stands for them so even that was easy.
 
I was thinking just mounting the Lighthouses on the wall unless they somehow way a ton or something.
 
Add me into the owner family.. just got mine :)

now need to find some good games.
 
I was thinking just mounting the Lighthouses on the wall unless they somehow way a ton or something.
They don't weigh that much, but it does vibrate. I would mount it to some framing and not just Sheetrock.
Add me into the owner family.. just got mine :)

now need to find some good games.
Congrats. Take a look at the highest rated VR games on Steam. That will give you a good start.
 
They don't weigh that much, but it does vibrate. I would mount it to some framing and not just Sheetrock.
Congrats. Take a look at the highest rated VR games on Steam. That will give you a good start.
Ok, thanks for the heads up. Now I am deciding to wait to see how the touch with Rift turns out compared to the Vive since the costs for both are about the same. The Touch controllers looks to be better than the Vive's (I really don't know) but the room scale the Vive is better. Headset as far as I can tell is a wash. Then again just dealing with Steam vice Occulus is a rather big big plus.
 
Each lighthouse contains an x and y axis spinning drum/mirror that is driven by a hard drive motor that is used to paint the entire room with infrared laser light that is detected by the headset and the wands. They are pretty balanced and don't vibrate anymore than a hard drive does once it is spun up.
 
It shouldn't affect the light stands too much as long as they're well-supported. I have mine wall-mounted now, but what I ended up doing when I used light stands was just folding up the legs and sticking them in the corner of the room, and then stick a piece of duct tape across them to hold them against the corner. Worked rather well. You can control the wobble a bit better if they are moving a lot at the top of the stands.
 
I had mine on lightstands, and I THOUGHT that the vibration was an issue with controller tracking, ended up that was not it as all. It was the 48" JS9000 I use as my main system monitor was causing the issue. I mounted my in sheetrock without issue. The kit they supply for walls is very stable.
 
Ok, thanks for the heads up. Now I am deciding to wait to see how the touch with Rift turns out compared to the Vive since the costs for both are about the same. The Touch controllers looks to be better than the Vive's (I really don't know) but the room scale the Vive is better. Headset as far as I can tell is a wash. Then again just dealing with Steam vice Occulus is a rather big big plus.
As far as hardware concerns, there are benefits of both systems, and will be fairly close(when Touch releases IMO. Software side Vive definitely wins. Although the amount of Spyware with the Rift and Oculus business practices irks the hell out of me. And I was the biggest Oculus supporter all the way back to the DK1 days.
I ordered light stands for them. Why the hell do they vibrate?
Here is a slow-mo video of the Lighthouse Sensors.
 
I got to demo the touch controllers are PAX West and their ergonomics are a generation ahead of the VIVE controllers between the size and button layout. Hard to say if it's worth the wait and the accurate tracking range still remains a question. It'll be interesting to see what the next gen Valve/HTC controllers look like.

Just set up my Vive in my new place and it definately takes more time than the Rift. Still can't get the damm displayport cable to the box work either. Anyone else try using it instead of HDMI?
 
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