Eye tracking module, DFR compatibility and FPS performance - please add your titles

Hey @SweViver when you get time, it would be great to see the full video about DFR compatibility. There are of course lots of titles people would love to see tested if possible, so how about I begin here. I don’t own all these myself unfortunately!

Confirmed as working, and average boost (before maxing out at 75FPS):

Skyrim +36%
Walking Dead +17%
Zero Caliber +27%
Half Life Alyx +21%
The Forest +47%

Confirmed as not working:

AC

Titles to test:

DCS World
Elite Dangerous
No Man’s Sky
X-Plane
Aerofly FS2
IL-2
VTOL VR
ACC
Project Cars 2
iRacing
Dirt Rally 2.0
Boneworks
Onward
Contractors
Subnautica
Seeking Dawn
Vox Machinae
Eleven Table Tennis
VRChat

Do Oculus-only titles benefit? If so then

Lone Echo
Asgard’s Wrath
Stormland

Once again, thanks for the videos, great effort from the team, and amazing work on the Pimax Experience. Look forward to giving it a test :+1: :+1: :+1:

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DCS World would be awesome if it worked!
as well No Man’s Sky…

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VFR is only on DX11,12, vulkan and OpenGL isn’t it?

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I just checked, yes indeed :+1:

I would point out the boost in those titles is probably higher than the percentage shown. This is because we are hitting the max frame rate possible. A lot of the tested titles just hit max 75 constantly.

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The game compatibility list is the same as FFR. The gain should also be the same, but you can probably now use the most aggressive setting without noticing the loss unlike previously.

The lack of blur will probably still be distracting for some games (I’m mostly thinking about fences at the sides of the track in racing games which are pretty distracting in the peripheral vision), but it would probably require direct implementation in the games’ code to push further than that.

I don’t know what VFR supposed to be, but FFR/DFR is made through the VRS (Variable Rate Shading) feature of the RTX cards, at driver level, which is only available for these API you listed.

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:slight_smile: yes, it went into the keyboard as VRS, I guess my phone decided to ‘help’ me
So the point was newer games or game engine builds will be needed for the boost

Sure makes sense, in which case I’ll recheck AC, thinking about it. I run it with FFR conservative but will have to double check if it is actually in effect. I guess not.

I wonder about ED then. It works, but FFR looks significantly worse than for most titles. I hope it won’t look as bad, and there is still a performance gain over FFR.

Well, DX11 is … 11 years old (2009). Not exactly what you would call “new”.
Lots of games run on DX11 nowadays.
VR games running on DX9 (2002) should be scarce I suppose (doesn’t me it doesn’t exist).

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Indeed here’s hoping. DCS and ED are the most demanding apps I run.

Don’t know how I forgot NMS, added to the list now thx!

Good to know thanks. And if the engineering team manage to achieve a native 80 FPS limit then we could see these titles boosted further :crossed_fingers: :+1:

You have to test VRChat, it’s the most popular game in VR.

I would also like to see Eleven Table Tennis tested if you have anyone who can play at a high level, because that will really test the latency of the system.

If you can accelerate my 8KX, I’ll test it myself as I’m around 150 on the leaderboard (out of 70k).

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Thanks I’ll add these to the list :+1:

Of course it’s our intention to get as much out of it as possible but in the meantime you can just flip to scaler mode and enjoy high FPS. The eye tracking benefits it a lot too driving those high frame rates.

I would add the pimax experience makes the steamvr resolution mod changes automatically so that helps too!

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A comparison of FFR and DFR could be interesting.
Also the fast HMDs in mind maybe also on the 144hz mode 5k?

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I think it is also worth pointing out DFR/FFR will be of greater benefit to the 8kX when the scaler is turned on, due to the need for more supersampling. Ultimately, this may really help some some users get greater value out of their headsets.

All titles that works with FFR should work with DFR as well, as both uses Nvidia VRS.

Some games and sims DO work with DFR but doesnt gain much or anything from FFR/DFR.
Assetto Corsa (original version) is one of the few games/sims that doesnt show any foveated areas at all when FFR/DFR is enabled. Maybe because this title was never made for VR in the first place…

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Although, running 8KX in native mode makes the FFR/DFR areas have a higher resolution, because the base resolution is higher.

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Indeed. But the GPU is under a little less pressure in native mode as I have documented, making DFR/FFR less necessary.

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Might be worth logging frame times instead of FPS - they do not run into the refresh rate cap issue. :7

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