is link actually sending 4k though? Because if it aun’t um not that interested until it does.
I have 144 Hz Gsync monitor, I played around with those tests that show motion and found I couldn’t really tell the difference past about 110 Hz.
I do too but rarely take advantage of it (I mostly play VR games)…
It’s probably just a matter of it not being perceivable at that point.
At least to us…
And yet, 360Hz monitors are available…
I have a 165hz monitor and a 300hz laptop. It’s diminishing after 120hz but I can clearly see a difference between 165hz and 300. Mostly just dragging windows around or moving the mouse honestly. 144 is definitely a sweet spot.
@drowhunter they will be releasing a native resolution update. Right now it renders at original quest resolution within link. Virtual desktop renders native ~4k. At this resolution, compression matters more to clarity - 500mbps in link with super sampling is much better than virtual desktop regardless of the lack of native rendering. I’m excited to see what link is capable of in a couple months when all updates are pushed.
When you use Oculus Link with Quests, the image is both rendered and warped on the PC, which means it does not matter into which resolution the game renders (at least up to the resolution it make sense to render to), because only the warped image is sent down to the headset (by the Link).
The warped image has the same resolution as the displays (or at most), and this is the only resolution which Link (or wifi if you use VD over wireless) needs to pass through. Because the resolution is fixed, the only things you can play with in order to fit into the available bandwidth are the refresh rate and the compression (i.e. make the image quality less or more worse ) and this is what makes the difference between wifi and Link.
sure its rendered and warped on pc, so does pitool, but ultimately the render target being sent to the headset 1440p vs 4k makes a huge difference. thats why the 8kvision will never look as good as 8kX.
you mean VD can stream 4k and link can’t? because Mike from vr oasis was saying VD could stream higher resolution
When the render target is warped it is warped to the headset resolution (aka display native resolution). So yes, if the rendered resolution is high enough then warping it to 4K res and to 1440p will give different results, but it has nothing to do with the Link.
I do not know how exactly VD works. Now theoretical throughput of USB 3.0 is 5Gbps, I do not think you can reach that on regular wifi. I expect that the transmission channel bandwidth limit should not be really a problem though, as Quest will be rather limited by its SoC decoding speed, which may as well make both wifi and Link equal. Then the only differentiating factor could be the stability of the connection (USB > wifi) and the overhead of the processing (I would expect VD having bigger overhead than “native” Oculus SDK on PC usage). I do not know if VD is somehow “limited” in rendered res, but I am sure using the native SDK is not (similar to the SteamVR the app can render at arbitrary res). So in the end it is just a question of setting things right. If set, then I would expect Link be always better. But these are just my educated guesses.
VD looks light years better than Link to me at this point. Weird
Taciny sims need both. I’d almost lean towards frames
Yes, VD looks better than Link for one simple reason: native resolution via VD is 2592x2496 in steamVR, and Link’s resolution is 2080x2064 regardless of PPD and width settings in ODT.
Just install the OVR Metrics Tools, which shows the native resolution of the headset right inside the headset in an overlay. All this is visible there.
There you can also track any additional useful statistics such as temperature battery heating, mobile processor and gpu load, memory usage, amperage, etc.
Overall, I’ve been testing Quest 2 for over a week and it is really very good
But, of course, it is inferior to 8KX in clarity, I noticed this immediately.
In terms of image quality, Quest2 is very similar to 8KX in upscaling mode, and that’s not too bad, but still it’s not enough after you look through 8KX lenses in native mode.
And also, I found out that when an additional power source is connected (be it a cable or a power bank), power is redistributed between the Q2 battery and the power source in proportions of 1 to 2. The Q2 battery starts to eat 3 times less, heat up less, lasts longer, resource higher.
That is, I would definitely recommend using the Quest2 with an additional power supply (cable or battery on the head) for PC gaming via VD ( especially in 90hz mode, where battery heating reaches 50 ℃).
According to the data I got from @spamenigma Quest 2, the recommended render target resolution in Oculus SDK was 2352x2368
(https://risa2000.github.io/hmdgdb/hmd_cfgs/Quest2_Native_72Hz.html). But I also saw the resolution you mentioned 2080x2064
in some preproduction unit (firmware).
Anyway, if you are running Quest 2 through the Link with native Oculus runtime, you could have the app render at arbitrary resolution (if the app supports it).
This means OVR Metrics is showing incorrect resolution information via Link.
Or, perhaps 2064x2080 is the ceiling for SteamVR applications, since via Link, I still could not adjust the image quality of steamVR better than via VD.
( see values EB W and EB H)
I can’t say anything about native Oculus apps. I use steamVR mostly.
Is it your Quest? If so, you could run hmdq
and compare with what it reports. I would expect that now all Quests are updated to the new firmware with the bigger res, but if you did not update it, or it could not update itself, then you may simply be stuck on the older firmware version.
Yes, this is my quest, the latest beta with adjustable bitrate up to 500mbps.
hmdq reports the same resolution that steamvr reports.
And it doesn’t look so bad actually, but I still claim that through VD the clarity is better in steamVR.
Overlay “OVR Metrics” displays in VD when starting steamVR resolution 2.5K * 2.5K versus 2K * 2K for Link. And that confirms what I see.
All in all, on this I put Quest 2 on the shelf.
With 8KX lying nearby, I can no longer think about Q2 anymore, sorry
hmdq
can run on SteamVR interface or Oculus SDK interface depending on which headset you run and which runtime you run (it can even run on both if you run both at the same time). If you run Quest 2 over SteamVR (and not over the native Oculus SDK) then hmdq
will display the same values as SteamVR reports, because it will be getting them from SteamVR.
It is better to run hmdq
with Oculus SDK for Oculus headsets, but either way, this seems strange. However, I understand that this does not bother you, so I am just leaving it here as remark for anyone who might face the same situation.
btw the low curvature is better than high
Yes, thanks, it will have to be changed.
Interesting video, I guess I should look into that myself, as there are still some confusing points about the “resolution”. It is not clear to me, why it should depend on the Link or VD at all. So far it seems that the link is botched, because from the pure technical perspective, there is no reason, why it should not outperform VD (for the both wifi, and its emulated nature). On the other hand, there seems to be a bit more latency in VD, which kind of confirms what I think about it in general.
it was always the case for VD on Q1, yesterday I finally managed to check VD on Q2 & I must say visiuals are much better even in steam & delay with my Mi 4 router (5Ghz) is just fine, DCS is playable & cockpit details level is best I’ve seen so far, the only complain I have is colours, they aren’t bad but a bit worse than in native, i tried increasing vibrancy & colour range + gamma, it works but defaults are better as there is colour crush, but overall thats really decent experience & far better than rift S apart of fast paced games like Echo but Echo now is available in naitve Quest & games like HL:A are playable totally fine