Wowfunhappy
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How do I add applications to Vive Home?
How do I add applications to Vive Home?
I´m sure that´s what everybody thought after playing Wii Tennis back in the day.
Little did they know that the entire "motion movement" peaked right there.
Not saying there is no potential, but I adjusted my expectations from "sky is the limit" to "there is always hope".
How do I add applications to Vive Home?
Initially, we thought wed be able to have this out to you before the end of May and obviously, that hasnt happened. Weve got the game up and running on the Vive and its coming along very nicely, but it needs some additional time and love in order to hone in on the things that make the combination of the Vive and ADR1FT a special VR experience. We want to make sure that we support all of the ways the hardware allows our game to shine, so were going to keep working and make sure we deliver something exceptionally cool as soon as possible.
One thing we get asked frequently: will ADR1FT support the Vives motion controllers?. Yes, we will support them, but in a traditional game controller experience, rather than a full hands/arms motion control experience. We began development on ADR1FT long before we had VR devkits with motion control support and its just not possible to retrofit fully-functioning hands and arms into our game. We are working on some unique ways to incorporate motion controls into the ADR1FT Vive experience, though. Well keep you updated on those, as well as when well be pushing ADR1FT out to Steam.
One is on the lower end based on my screens and what I've seen on reddit. If it's green and you only see it on dark backgrounds then there isn't going to be much they can do.
https://www.reddit.com/r/Vive/comments/4koz3b/psa_green_pixels_on_loading_screens_only_are_not/
I have 4-5 total and they seem to be getting better over time or I am just noticing them less.
I have about 5 green on the left eye's screen. Nothing on the right. Only really visible in dark grey situations. They're effectively invisible when the surrounding area is bright, and they either go dark or greatly dim when faced with complete black. Between that behavior and the fact that they're only ever visible to one eye makes them easy to tune out. Sure, I'd rather have none, but compared to the general resolution/SDE/fresnel issues, they're the least of my concerns.
I certainly wouldn't RMA over one. High chance you'd get one back even worse.
Project cars is fantastic in VR, but I can completely understand not enjoying the resolution. But this is also the first generation, and resolution will be one of the highest priority things to improve.
I still don't understand this direction of thinking? How are we going to push these higher resolution displays? And if there is a way, why are those people with those solutions not cranking the hell out of SS & AA to make the current headsets look much better? PCars look pretty darn good to me with DS9 AA. I cant run it with my 970, but if there is something that can at 90fps I will open my wallet. If there isn't (I doubt even the 1080 can), then what do we need HMDs with higher res displays for?
I still don't understand this direction of thinking? How are we going to push these higher resolution displays?
I still don't understand this direction of thinking? How are we going to push these higher resolution displays? And if there is a way, why are those people with those solutions not cranking the hell out of SS & AA to make the current headsets look much better? PCars look pretty darn good to me with DS9 AA. I cant run it with my 970, but if there is something that can at 90fps I will open my wallet. If there isn't (I doubt even the 1080 can), then what do we need HMDs with higher res displays for?
I still don't understand this direction of thinking? How are we going to push these higher resolution displays? And if there is a way, why are those people with those solutions not cranking the hell out of SS & AA to make the current headsets look much better? PCars look pretty darn good to me with DS9 AA. I cant run it with my 970, but if there is something that can at 90fps I will open my wallet. If there isn't (I doubt even the 1080 can), then what do we need HMDs with higher res displays for?
I think the assumption is that higher res HMDs will appear along better GPUs.
I still don't understand this direction of thinking? How are we going to push these higher resolution displays? And if there is a way, why are those people with those solutions not cranking the hell out of SS & AA to make the current headsets look much better? PCars look pretty darn good to me with DS9 AA. I cant run it with my 970, but if there is something that can at 90fps I will open my wallet. If there isn't (I doubt even the 1080 can), then what do we need HMDs with higher res displays for?
I still don't understand this direction of thinking? How are we going to push these higher resolution displays? And if there is a way, why are those people with those solutions not cranking the hell out of SS & AA to make the current headsets look much better? PCars look pretty darn good to me with DS9 AA. I cant run it with my 970, but if there is something that can at 90fps I will open my wallet. If there isn't (I doubt even the 1080 can), then what do we need HMDs with higher res displays for?
So 2 years from now? We are just now getting new GPUs.
I would not expect sooner than that, personally.
My bet is 2-3 years from now until they're in our hands.
Maybe some kind of refresh model with small improvements in between (ergonomics, etc.) but no real generational leap until that.
Rendering optimizations and tricks is the biggest thing. New hardware enhancements in both GPU's and HMD's in future generations of headsets will also help. For example, foveated rendering is probably one of the most well known upcoming tricks that requires eye tracking hardware in the HMD. With that, you render full resolution in a circle where the eye is looking, a few degrees out from that is a lower resolution circle and the outer is lowest edge. The eye sees clearest at the center and it fades out from there, so if you know where the eye is looking, you can reduce the amount you need to render with ideally no perceivable image quality difference.
You also have things like improved time warping capabilities and naturally, users are constantly upgrading their hardware. VR is going to be a big push from the entire industry, so expect focused enhancements there from basically every part of the stack, from OS kernels on up (MS made changes to the Win10 kernel to improve VR as an example by removing buffering at portions to reduce latency).
I think the assumption is that higher res HMDs will appear along better GPUs.
So 2 years from now? We are just now getting new GPUs.
Higher resolution displays will have to happen alongside foveated rendering. There's simply not enough power to dedicate to rendering the periphery at high resolutions. Even when we get better hardware. Combine foveated rendering with eye tracking to get the resolution where you need it.
If the 480 and 10XX are what 2 node shrinks (3 years delayed) and new architecture achieve, it's probably safe to rule out exponential GPU advances brute forcing 4k+ 120hz+ HMD's anytime soon, particularly in a mainstream ~$300 card. We're at least 4 or 5 years away another GPU node shrink as even Intel can't pull of 10nm. Foveated rendering/eye tracking combined with VR specific efficiency's (i.e. Nvidia's Pascal VRWorks shit) are where the real gains will be.
Blew my mind when i read about this.
One thing i'm curious about: surely eye tracking - and dynamically adjusting resolution to its position - will be heavy af on the CPU? Eyes move a lot, and quickly - surely we'll need to shift loads of clicks to track them?
Blew my mind when i read about this.
One thing i'm curious about: surely eye tracking - and dynamically adjusting resolution to its position - will be heavy af on the CPU? Eyes move a lot, and quickly - surely we'll need to shift loads of clicks to track them?
Yep. The only way to get that type of performance in the near future (12-24 months) is for developers to fully embrace multi gpu setups. Then we can have CF and SLI setups that power each individual display
Yes there is a shit ton of overhead. IIRC Carmack responded to this saying you'd have to be talking about an 8k HMD to see any performance improvements.
Assuming I understand your question, they should just be there. Even my Revive stuff showed up. It may take a little bit of time to populate if it's the first time you're jumping in though.
They appear automatically once you play them once, as far as I can tell.
Why do we even have to jump right to 4K / 120hz, why not have a 50% or something resolution increase, keep 90hz and then improve gradually from there.
Yeah, people always want to jump straight to 4k during these resolution discussions, but there is PLENTY of room in between we can baby step to until we have the GPU power to actually do that. The screen resolution will (very likely) improve with each gen, but it will be a gradual improvement.
Why do we even have to jump right to 4K / 120hz, why not have a 50% or something resolution increase, keep 90hz and then improve gradually from there.
Wouldn't VR at 4K/120hz raise data transmission speed issues before even touching on the GPUs needed for it?
HDMI yes there could be issues. Displayport can run 4k @120
Given we're talking VR, that's per ~4k x 4k per eye. So that'd be an 8k traditional screen at 120hz. Not happening. Not even at 90Hz. Would need compression or some sort of non-standard transmission with foveated rendering.
Who's talking about 8k? I'm talking 4k ...1980 x 2160 per eye just like how the screens now are 1080*1200 (2160*1200 total)per eye with the CV rift and vive now. Yeah 8k is a ways off. But 4k is just around the corner in a couple years.
I noticed that in games not made for VR.. The resolution is worse.. I think it's because of high detail textures in the background making things look more grainy.. In games like jobsimulator I hardly notice the Sde, and I think it's because of the plain bright colour surroundings.. Is it possible to change the texture lod on project cars and elite dangerous for far away objects?Project cars is fantastic in VR, but I can completely understand not enjoying the resolution. But this is also the first generation, and resolution will be one of the highest priority things to improve.
Why the headset never works if I plug it in while the pc is on, I always have to restart the pc while everything is plugged in for the vive to work. its very annoying.
I don't know if order matters, but I always plug in my HMD and have it in proximity of the lighthouses before starting SteamVR. Then, after the lighthouses wake up, I turn on the controllers. Seems to be pretty reliable for me.Why the headset never works if I plug it in while the pc is on, I always have to restart the pc while everything is plugged in for the vive to work. its very annoying.
Because this is VR, when people are talking 4k they are typically meaning per eye. Not combined resolution.
Edit: But yes, 2k per eye is feasible and would be the sensible next step IMO.
4k per eye doesn't mean 8k total. Two 4k screens combined have 1/2 the number of pixels as an 8k screen.
I love Valve. Now make more games.
4k is 3840x2160
8k is 7680x4320
4k per eye would be 7680x2160
So same as 8k in pixels per row, but still half of the number of rows. I don't see how changing the aspect ratio changes that fact. 8k is always going to be 4k squared, so no version of 4k times 2 will make it like 8k