Can you confirm your Pitools/SteamVR SS settings without PP on? And if they are both 1/100, can you tell me if your controller works properly (shooting, selecting holo menus on your wrists, ets…) if you change either of them below 1/100?
I’m using 1.25/100. Controllers seem to work properly at these settings. I’ll try reducing them and see if there’s a difference when I play tomorrow if I get to.
Is it physically uncomfortable or visual strain? If it’s a physical issue, I strongly recommend a counterweight, which will balance the weight on your head and remove nose and face pressure. If it’s visual, you may need to adjust the IPD, reposition the headset, or adjust the Vertical Offset (in PiTool).
You should be able to make it comfortable. I’ve added a counterweight and a single layer of double-sided Velcro on the top edge, between the face-pad and HMD body. I can wear my 8K continuously (no breaks) for over 5 hours without discomfort.
I don’t have a counterweight (although I might consider it now) but I’ve recently been spending 3 - 4 hours in NMS comfortably. To fix the position, I used the trick where I placed a box in the corner of the room that aligned with something in SteamVR home. Then I lifted my headset to let my eyes adjust to the real object then put the headset back on after making small adjustments. After multiple iterations, I think I ended up with an offset of something like:
Horizontal: -0.5 in each eye
Vertical: +1.0 in each eye
does pimax need to do something similar as it uses brainwarp?
The most recent build, 1.7.6, released on Saturday. Among the changes, it says “ Motion Smoothing no longer throttles applications that are primarily cpu bound (e.g. No Man’s Sky). ”
. Valve didn’t provide details in the changelog about what specifically they changed, but this should result in better performance when your CPU is the bottleneck of your performance rather than the GPU. Valve’s wording suggests this applies to No Man’s Sky.
this may affect other cpu limited games like flight sims.
1.7.2, which is also not yet on the main channel, it says “ Fixed passing depth through to the Oculus runtime from apps which provide it. “. Passing depth through to the Oculus runtime is how apps can support Asynchronous Spacewarp 2.0. ASW 2.0 builds on ASW by incorporating depth, allowing for extrapolation of head motion rather than just scene motion and head rotation. It doesn’t> It doesn’t appear that No Man’s Sky currently sends its depth buffer to SteamVR in the first place
i find this disturbing, think they can send that depth information Pimaxes way as well? Since Valve and pimax are best buds?
Using large FOV the game is impossible to play, very weird things occur:
No overlay of blue diamond over hands so impossible to open inventory or multi-tool mode.
Pressing trigger on right controller causes multi-tool to appear but it disappears after a few seconds.
Tutorial windows flicker when moving.
I couldn’t understand how to play the tutorial and eventually changed to Normal FOV and then everything worked how it should.
EDIT: When using Large FOV and the game is loading with the starfield sometimes the starfield moves constantly to the left. If this occurs then all the problems I mentioned above occur and the game is unplayable otherwise the game is normal.
That’s the Experimental Branch, the problem is if you save when using that version it is not advised to load that save in the non beta version so you can’t return to that version.
So how did Hello Games achieve this performance improvement? The answer, partially at least, seems to lie in the desktop view of the game and a Twitter thread commented on by two former Valve employees.
On the stable build of No Man’s Sky it can be noted that the desktop mirror is a filled square for each eye. This is unexpected because VR lenses are not square. To save performance, SteamVR supports games using a Hidden Area Mesh. SteamVR will supply the game with a mesh that represents the shape of the lenses so that only what the user can see is rendered.
I’m worried, because pimax lenses are obviously bigger, will this affect us negatively? or maybe its a positive because its limiting the desktop view to square
i don’t need desktop view when i’m playing in vr i wonder if it can be just turned off entirely.
Has anyone stickied their PiTool, and steamvr settings for optimal performance yet? I only get like 40-60 fps , it doesnt seem to matter of i use large or normal FOV.
thats weird I play on Large and have no such issue.
Someone earlier said there was a problem if you dont turn on PP. I play with it off and it works well enough but something feels off, like shadows in one eye is slightly different tgan tje other, or the z-buffer is off making some plants appear infront of things they shouldnt be.