Testing my 3 GB GTX 1060 at 2.0 pixel density to determine playability at high resolutions (budget GPU)

System spec:

OS: Windows 10 Creator’s update
Motherboard: MSI B150m Bazooka
CPU: I5 7600k
GPU: 3gb MSI gtx 1060
Ram: 16gb ddr4 2133 mhz

No Overclock

The games below I have tested with the max resolution available enabled via the Oculus debug tool.

  1. Bigscreen at 2.0 density with 2x AA locked at 45 hz with ASW disabled. It works fine and smooth for movies and basic computing in the void environment, enabling ASW it will be smoother.

  2. Tested Lucky’s tale on low with 2.0 pixel density locked to 45hz. I noticed some slight hitching during quick head movement with ASW disabled. Enabling ASW however made it smooth and fixed hitching.

  3. Dirt rally: I ran it through Geforce Experience with DSR (internal render target) set to 3840x2160 at the ultra low preset (mind you this is just a 3gb 1060 so ultra low was all I tested,) and my minimum fps in the 2D internal benchmark was 88hz within the HMD, with a max of 90hz which means without any help from ASW dirt rally will run at a baseline 44HZ in 4k 3D, which is enough for steam re-projection to kick in and give a relatively smooth experience. I raced a few laps, and it ran remarkably well.

  4. Oculus Video also runs OK at 2.0 density locked to 45hz with ASW disabled, but it was much more temperamental than big screen.

  5. New Retro Arcade Neon: Will not work (virtually unplayable) at 2.0 pixel density, 3840x2160, (via DSR) or even at 90% of 3840x2160, even with ASW enabled on low. :frowning: It gets to be about 33hz. You are going to need a 1080 ti to get that one running well and looking good I’m afraid.

  6. Doom 3 BFG VR Mod: This game is playable at 2.0 pixel density with ASW enabled, but its not the best experience with this gpu. Constant stutter and warping.

  7. Senza Peso: Same as Doom 3 BFG

Will update as I test more games.

I am floored that my 3GB budget GPU is as capable as it is. The 8k is going to work alright with a 1060 3GB it seems to me, at least in very low end or well optimized VR apps… :heart_eyes:

I recommend that @PimaxVR change the minimum spec t0 a 1070 on the final kickstarter page, with a recommendation to use 1080 ti.

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Where is the switch for ASW ?

Are you using pimax 4k or some other headset ? I’m asking because you’re talking about 45 hz.

Also I think ASW is an Oculus feature ?

Im using my Oculus rift. The HMD used is ireelevant because of the way I did my tests.

Both steam VR and Oculus software support locking the game frame rate at 45hz and reprojecting to 90hz, so that is the methodology I used.

I used the Oculus debug tool to disable asynchronus space warp and the time warp implementation, (Oculus software hocus pocus) locking the games I tested to 45hz, so I would know that my results could be replicated on any standard steam VR compatible headset.

In the Oculus SDK debug tool.

You’re assuming that the Pimax implementation of ASW is going to work as good as the Oculus version. That’s still to be seen. Same goes for the Pimax 8k driver in general.

DUDE. READ MORE CAREFULLY. I DISABLED ASW.

STEAM VR (INDEPENDENT OF ANY HMD, ) LOCKS FRAMES TO 45HZ if you drop frames below a certain threshold.

Pimax uses the Steam renderer. It will work.

Can you tone it down a bit please, no need to post in caps lock and get all agressive and ‘dude’ people all the time. Keep it friendly please.

You’re wrong. Pimax is not using the steam renderer. It wouldn’t even be possible to use the Steam renderer, that’s why Pimax is using their own renderer even in the 4k version, as of v1.2 of the HMD driver.

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Its a steam compatible hmd man, that means it needs to meet basic standards, even in their own driver.

“Dude” people all the time," what are you talking about?

You ask certain questions more than once as if I haven’t thought about super basic stuff when I first did the test. I purposely disabled the settings that were Oculus specific for a reason.

I have been on this forum for a long time, I dont like being spoken to like a noob.

Valve explicitly allows for a HMD driver to do the rendering if they choose not to use the SteamVR renderer, via the “Direct Mode interface”, not to be confused with “direct mode” when used as term to not present the HMD as monitor to windows. The Pimax 4k started out by using the SteamVR renderer, the last driver that is using that SteamVR renderer is v1.1.92. The driver that came after that, v1.2 didn’t use the SteamVR renderer anymore but does the rendering itself, via that “direct mode interface”. It took almost a year for Pimax to get it right for the 4k. I wonder how it goes with the 8k.

Nobody does, hence I suggest you tone it down a bit and keep it polite.

I am being polite. I wish you would read the thread more carefully, because I explained my methodology in the 1st post. Its frustrating when you have to explain what has already been explained. Can you understand where im coming from with that?

It’s frustrating for me to get shouted at and be ‘duded’ all the time. Anyway you were wrong in your assumptions, I explained why your test is not valid, Pimax is not using SteamVR rendering.

And I explained to you that pimax is a steam compatible HMD. Regardless which renderer is used, the Pimax has to be able to meet the standards of all the other steam VR hmds, which includes 45hz reprojection.

Im from California, saying Dude is not an insult.

Well then, please show me the option in the Pimax 4k driver where this can be enabled :slight_smile: The thing is, if a HMD is using the direct driver model, that means they also need to implement features like interpolation themselves. As far as I know the pimax 4k driver doesn’t offer any interpolation at all.

They already do enable it automaticallty. This test was done in anticipation of the 8k which uses its own form of interpolation.

@Heliosurge @deletedpimaxrep1 @Pimax-Support can you confirm that the Pimax driver supports reprojection (like any other steam VR headset does,) when the framerate drops?

Also @Sjef I was on this forum near when it 1st started, contributing suggestions way back then, such as helping in getting 1440p support working on the 4k before it was suported natively.

If this question of accuracy is important to you, feel free to test it yourself instead of criticisizing the tests ive already done as inadequate. You accused me of rudeness, but your actions also come across as a little rude.

Did you notice that Pimax Support liked my post and did not say my assumptions were flawed?

And that’s my whole point. You’re assuming the Pimax implementation is just as good as the ASW implementation, at least in your tests where you did enable it. And for the tests where you disabled it, you’re assuming the Pimax driver is just as good as the Oculus driver. If you had followed this forum for the last year you’d seen all the desperation among Pimax 4k users because it took Pimax more than a year to get it somewhat right ! The first year they offered a horrible driver that just was WAY worse than the SteamVR renderer and Pimax didnt offer the SteamVR renderer as an option. Several people sold their Pimax 4k in anger and never returned.

Now the thing that gives me hope is that they can use everything they’ve learned in developing their own renderer for the 8k (which of course was their goal from the beginning). Yet it has its unique challenges so who knows how good it will work and how long it will take for Pimax to get it right.

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I did not enable ASW. Thats my whole point. I said IF ASW were enabled it would be smoother.

I ran the tests in such a way that it meets the minimum capabilities of any headset that has Steam VR compatibility.

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You said:

"Tested Lucky’s tale on low with 2.0 pixel density locked to 45hz. I noticed some slight hitching during quick head movement with ASW disabled Enabling ASW however made it smooth and fixed hitching

And you made more comments like that like in your 6th test" " Doom 3 BFG VR Mod: This game is playable at 2.0 pixel density with ASW enabled, but its not the best experience with this gpu. Constant stutter and warping."

That’s why I responded. But also because, again, Pimax is using their own renderer and not the SteamVR renderer.