At the end of the day, whilst these extra options are welcomed, it results in MORE FIDDLING about rather than it working out of the box with minimal fuss.
My first impression using my default 64mm IPD setting seemed to suggest slightly easier on the eyes but this could be placebo. I did get a FW update as well.
Further investigation with 2D content viewing where the problem occurred the most and it seems the default might have a better fit. However, as far as I can tell the issue centers around the relative small size of the sweet spot and on the edge where it’s clear and then out of focus (pupil swim). I am going to assume the sweet spot size is lessened when using a thicker face foam, so a bit of a catch 22 scenario.
Playing around with the IPD adjustment in real-time is pretty stressful on the eyes as the focus changes and your eyes adjust. That said, for certain types of content it might help aid in getting the manual adjustment better suited. So for example, keep it at your measured IPD, then adjust + or - using the software until it looks better. Once the desired setting is found, return to 0 in software and adjust the manual IPD to where the software suggested.
Obviously more testing is required to see if this is feasible.
One comment: WOW ! The IPD adjustment is really great, felt a small amount of pupil swim before, but with a negative offset of 0.5 this is all gone now for me!
Just tried Skyrim, maxed out contrast and reduced brightness slightly, what a difference this makes in dark scenes. Details on mountains in the distance becomes crisp and clear, at default these would just be uniform shades of grey. Smoothing seems to be working good as well, but I do not have any motion controllers or base stations, so can’t tell how the performance is.
As some has mentioned that there are too many options, I don’t agree as I welcome this with open arms. I would suggest though that you make an “advanced setting tab” for fine tuning and keep the basic settings where they are.
First of all big thanks for all your continued hard work and new features in Pitool.
Tested 3 sim games more than 3 hours Today : PC 2, IL2 Sturmovik, Elite Dangerous with my Strix 2080TI OC /i7 8700k OC.
What I like:
Saturation/brighness slider works great and make this headset even better. Colors quality with some tweaks and mods are very close to the RIFT panels I really like my new settings for ED/IL2 “high brighness mode” -3 BR on slider, + 3 Sat slider , So all colors including black level are more vivid than in previous beta .111
FFR is finally working great with Elite Dangeorous , tested “balanced” / 90 hz mode settings only but love it ! I’m going to stay with FFR on in ED becouse it’s adds me around 15 fps or more !! depends of scene in so called “heavy scenario”.
this version it’s pretty stable and messing with all setting dot get me to the point that I have to reboot/reinstall like it was in old ver .112
Issue to improve/fix :
Smart Smoothing in PC2 is working but compared to beta .111 its add a way more ghosting to the image !! Tested and compared SM 90/45 hz mode between .111 vs .121. Looks like frame rates are smoothness now , probably new Pitool adds more frames in this feature but PC 2 is IMHO visualy unplayable again with so munch extra ghosting ! I really want it back like it was in .111 or please make an options/ slider ( normal/agressive)
FFR- is not working/active with PC2
FFR - is not working with IL 2 ( game crashed in a second in plane or even not starts with FFR on)
I have to agree with you regarding smart smoothing ghosting though… After everything else was dialed in, I paid more attention to this issue and find it way worse than previous versions, unfortunately.
I suppose it’s a work in progress. They didn’t have the same level of funding for R&D as Oculus with their FaceBook money. These things take time. The fact that they are still actively improving the tool is already something that is commendable. To be honest, this is the only one of the many Kickstarter campaigns I backed up that actually sent out the product as promised. For that alone I’m grateful.
Good work @Doman.Chen@Sean.Huang , in spite of the fact that it is still a test version, a lot of things have actually been done. And of course thanks from NoloVR users. Of course, not everything is perfect, but we will report everything where there are problems.