lonewolff wrote: ↑
Thu Sep 13, 2018 2:44 am
I see we have both been lazy with our avatars and have been celebrating Christmas the whole year round for the past half decade.
Yep. I liked the look of it back many years ago, so I made it permanent.
Oddly enough, there's a user on the Oculus forum that has a near identical avatar to me, except the kitten is real instead of anime. But the christmas hat is almost the same and he uses it year round. I've never asked about it.
So I use a different one there.
This avatar is also my Gravatar, so it turns up in Source Tree and other places.
mkultra333 wrote: ↑
Thu Sep 13, 2018 4:27 am
Does the Oculus have the same options?
They are there, but as to using them...
I don't know as much about the steamvr side (I know a LOT about the oculus side), since most of my vr games are on the oculus store. But here's what I know (or just read).
The oculus runtime has two forced optimisations: ASW and ATW (these came before SteamVR added theirs)
ATW - Asynchronous Time Warp. To reduce latency, the runtime resamples the tracking data when you submit a frame, works out how much your head has moved between the start of rendering and the end of rendering, then does a rotational reprojection to compensate. This is always on. That's fine in 99% of cases, but it's an issue if you are doing freaky shit like injecting fake head tracking data into someone else's game to compensate for simulator motion rig movement (hint: that's exactly what I'm doing, so for the last 2 weeks I've been finding ways to trick ATW).
ASW - Asynchronous Space Warp. If your game is running less than 90fps, it drops to 45fps and every second frame is generated by positional reprojection between the last frame and the current head data. This means the VR screen and head tracking run at 90Hz, while the game only needs to render at 45Hz. The game can't turn this on/off, but the oculus runtime checks for Control-Numpad1 to disable it. It lets a lower end system do smooth vr, but certain styles of rendering, like the GUI in Elite Dangerous, get graphical glitches by positional reprojection.
SteamVR optimisations (I don't know these as well, so I could be a little wrong here):
Enable Always On Reprojection - This is the same idea as Oculus ATW. When this is off, SteamVR forces you to only render in the last 2-3ms of a frame. The reason is to keep the head tracking data as close to the frame display as possible to reduce head latency. When this is on, it does reprojection.
Allow Interleaved Reprojection - This is the same idea as Oculus ASW. Drop to 45fps and reproject to fill in the gaps.
Allow Asynchronous Reprojection - This is an alternative to Interleaved. It does the same kind of thing, but doesn't limit the game to 45fps. Oculus doesn't have a direct equivalent to this.
So roughly speaking, SteamVR's always on reproj and interleaved reproj are doing the same thing as Oculus' ATW and ASW. The big problem is... for Oculus users SteamVR runs on top of the Oculus sdk. So everything doubles up. You have one VR sdk passing everything through to another vr sdk. This adds overhead. Plus since Oculus doesn't let games (including steamvr) turn off ATW and ASW, you end up with the steam versions running on top of the oculus versions. So there's probably no benefit (but several disadvantages) to having any of those steam options turned on for rift users.
But as I said, I most of my games as on the oculus sdk, I've only spent a few hours total in steamvr.
But I can try them out.