I’ve read that SS doesn’t work on large FOV and resolution stays low no matter what. Is this the case still…? When are pimax planning on fixing this? @PimaxUSA @deletedpimaxrep1 @Matthew.Xu @anon74848233
We can only hope.
All we can do for now is wait for the new driver, that supposedly comes out today.
Interesting. Thank you.
Is it broken?
Many, myself included initially blame Pimax for SteamVR setting issues.
Look at your Settings as suggested by others here aka PiTool Render at 1.75 with SteamVR Video Render at 20% and App render at 50/100/200% respectively. It is not Pimax fault SteamVR settings for Render are in a very unhelpful % scale slider so we can not easily dial in Res target values that correspond to out HMD Panel Native Resolutions.
We need to hit Steam up for a better solution that % sliders 1439 or 2159 is not good enough for us to get clear images and rendering SS on our headsets.
That or Pimax needs to bypass SteamVR
There are no advantages to being able to dial in specific resolution targets like exact headset panel resolutions. VR headsets are not monitors, the rendered output gets warped to match the lens-screen assembly structure.
Back to the topic: The cause for this issue is on the SteamVR side, as there are some hardcoded render target limits.Hopefully they will get increased.
Where did you get that info?
PiTool - new version currently in testing (106) coming in a matter of days, (source)
@PimaxUSA said that it should come before fev 18th, so…
Yea, but today he seems to be indicating it will be a few days still unfortunately.
Wrong. The lens distortion profile is applied after the render targets are met. The HMD render targets are pre distortion profile. Thus the game / App render resolution targets are like that of a PC monitor.
If you set a render target that is not a factor of the native panel resolution, then you end up with serious aliasing issues. That, coupled with blurriness and just a crap image in general. All this talk of the distortion profile being part of the render resolution that we see within SteamVR is B.S and for me has lead to hours of wasted time wondering why my HMD images looked like shit.
Both Assetto Corsa and Il2 BoS look way better when I have my 8K render targets dialed into a factor of the HMD’s native resolution on the Vertical. I can not try the pre upscaled render of 1440 or it’s derivatives because the retarded SteamVR render % slider system will not allow for me to accurately dial in 1440 / 2880 or other variables based on 1440 to be inputted.
Most bloody Frustrating as is the Ignorance on these forum by wanna be “VR Experts”. They do neither Pimax nor their backers any favours spouting BS.
You’re correct that the distortion is applied after rendering the image, which is exactly what makes dialing in specific panel resolutions or some even ratios of them useless. I feel like there’s some misunderstandng here.
In the headset you are not looking at the rendered output but a distorted version where the middle of the image is significantly less and the sides are significantly more dense in terms of actual rendered pixels when the image was rendered pre-warping. You’re thinking about it like monitors where each rendered pixel will map into a specific real pixel on the display when rendering at a native resolution. In a VR setting, distorting the image to match the physical layout of the headset breaks all this.
And of course on an 8k the down- and upscaling breaks this even further.
The VR rendering pipeline is very dynamic and does not try to match any specific favorable resolution targets because the don’t exist. There’s a reason why for example Valve implemented dynamic resolution scaling in The Lab way back when The Vive released. The SteamVR rendering target slider is certainly not retarded.
Somebody left a bug report about the apparent 4096 resolution cap on the SteamVR discussion forums a few days ago. We’ll see whether the Valve guys look into it.
O well that suck, I remember this now
There is much to be fixed with SteamVR especially their Render Settings / Super Sampling controls. Time to move beyond the Vive Steam.
We’ll see what sort of standards and guidelines comes out of the work of the OpenXR group, but I suspect they will not lead to anything supplanting the current frameworks…