Do you have astigmatism? If so, it might be more of a pain in the ass than it's worth
I do, how did you know?
Why is it more PITA with astigmatism? (I have never used contact lenses in my life).
Do you have astigmatism? If so, it might be more of a pain in the ass than it's worth
Having astigmatism means normal contacts won't work well. The power is uniform on a standard contact, unlike your glasses which vary to correct the astigmatism. This results in vision that is worse than you'd get from your glasses. The degree of the reduction would be dependent on how bad your astigmatism is.I do, how did you know?
Why is it more PITA with astigmatism? (I have never used contact lenses in my life).
Having astigmatism means normal contacts won't work well. The power is uniform on a standard contact, unlike your glasses which vary to correct the astigmatism. This results in vision that is worse than you'd get from your glasses. The degree of the reduction would be dependent on how bad your astigmatism is.
To correct for astigmatism you'd need toric contact lenses which are weighted and/or have other mechanisms to keep them oriented the right way. The problem is that they can rotate out of place at times and make your vision worse requiring blinking to reorient. This is annoying enough when you're not doing anything important, but can be quite annoying in the middle of some intense activity in VR. Lens fit can reduce or eliminate the problem, but be prepared for potentially trying out many different brands and sizes.
Basically people without astigmatism have a much easier time with the whole contact thing.
No. I also don't really see why VR use would be different from "real world" use when it comes to contact lenses.So you don't have any problems using toric lenses with Vive?
Any lens can be adjusted for astigmatism, though it'd have to be properly oriented in the headset. Could be as simple as a mark to align the top of the lens with the top of the HMD.So my astigmatism won't be a problem when using the vr custom lens?
No. I also don't really see why VR use would be different from "real world" use when it comes to contact lenses.
Moving from a 970 to a 1070 and gaining massive timing issues in Unreal Engine 4 games (popular engine in VR unfortunately) has completely fucking soured me on PC VR.
So you don't have any problems using toric lenses with Vive?
I remember getting discouraged from using contacts chiefly because the toric ones were much more expensive than regular ones, but I had no idea about other disadvantages. Thanks for enlightening me.
So my astigmatism won't be a problem when using the vr custom lens?
Wait what? Timing issues? This is the first I've heard of this.
My optician gave me several two-week packs of different brands one time use lenses for free to try (normal practice here where I live), that was very helpful. So I found some toric Dailies lenses that fit me perfectly and sits firmly in place during hours long VR sessions. I almost have to pry them out at night..
This game Circle of Saviors is still looking awesome. Good to see some more Japanese Vive content too. Here's another trailer (with the same badass girl playing).
Does the game come with the boom holder guy so we can perform those 360 sword swings without ripping the cords out or tripping? =P
I wish lol. Too bad wireless headsets are still pretty far out huh?
Wireless would be nice, but increased resolution/FoV would be even nicer. We're not going to see both at the same time, so I'll have to prioritize the visual aspect first.
I would prefer the wireless by far. The whole it goes away thing may be true for some but not me. It is the one thing I really cant stand. The resolution is fine for now for me. the wires though kill it for any real roomscale stuff. One you get 6-7 feet out and turn a couple times you are a mess.
Thing is, wireless really only benefits standing 360 and roomscale experiences. Improved displays benefit seated, standing 180, standing 360, and roomscale experiences. I'm thinking about benefits to VR as a whole, and not to just roomscale.
Thats why I think the devices will segment out eventually. You will have 2 headsets. One for active games and one for seated. This all for one needs to go for now. Maybe when the tech gets there it can converge. I would rather see a lower end active headsets that are wireless and other headsets for sitting. I honestly think cellphones like devices will lead the way in that segment. Start with low-end graphics, but with head tracking and remotes with lighthouse tech.
Yeah, it doesn't seem common. I'm just exasperated with my own issue regarding it.
https://m.reddit.com/r/Vive/comments/51b78b/best_vr_driver_for_gtx_1070/
Closest thing to what I'm experiencing. Again, it's ONLY Unreal Engine 4. Watching FRAPS on the desktop screen, frame rate will be 70-80 which SHOULD kick reprojection on, but it just judders like a motherfucker instead.
My 970 doesn't do this.
I've clean-tried over 3 driver series and reinstalled windows. Tried stable and beta branches of steam and steam VR.
My CPU was even clocked to 4.8Ghz lol...I'm done. I'll try Intel, and if that doesn't work, I'll sadly get rid of it.
Yeah, it doesn't seem common. I'm just exasperated with my own issue regarding it.
https://m.reddit.com/r/Vive/comments/51b78b/best_vr_driver_for_gtx_1070/
Closest thing to what I'm experiencing. Again, it's ONLY Unreal Engine 4. Watching FRAPS on the desktop screen, frame rate will be 70-80 which SHOULD kick reprojection on, but it just judders like a motherfucker instead.
My 970 doesn't do this.
I've clean-tried over 3 driver series and reinstalled windows. Tried stable and beta branches of steam and steam VR.
My CPU was even clocked to 4.8Ghz lol...I'm done. I'll try Intel, and if that doesn't work, I'll sadly get rid of it.
I was having some similar problems with judder, and with a 1080 to boot. I did a couple of things, and you might have tried these already, but they worked for me:
In your NVIDIA Control Panel, in "Adjust Image Settings with Preview," I changed the setting to "Let the 3D application decide"
The other thing was changing the PhysX processor to Auto-Select in "Configure Surround."
One or both of these might be worth a shot.
Maybe a long shot, but one thing that resolved my judder issues:
I had some software (EVGA Precision) that had a "frame rate target" setting, the purpose of which was to even out frame times. This was limiting the frame rate in a way that Steam VR was not detecting as lost frames. By all accounts I was running a locked 90 fps, but I had tons of stutter.
Just something to consider.
Unrelated to your VR specific, but I've been having some weird compatibility issues in random games with my 1080. Like for example I get about 15 FPS on low on Left 4 Dead 2. I wonder if there are some specific driver issues with the 10xx series in general.
Sure, they'll branch out and specialize eventually, but it's hard to say when that'll be viable. You need a much larger market to be able to support multiple product versions. Else you're targeting a niche of a niche, and need to jack up the prices to compensate for the lack of volume.
This game Circle of Saviors is still looking awesome. Good to see some more Japanese Vive content too. Here's another trailer (with the same badass girl playing).
I just formatted all drives and am going to do a fresh, non-anniversary Windows 10 install. Soon as I'm back up and running, I'll give these suggestions a shot (assuming the problem persists).
Thanks fellas.
This game Circle of Saviors is still looking awesome. Good to see some more Japanese Vive content too. Here's another trailer (with the same badass girl playing).
Game looks incredible, any word on it being released on PC or is this strictly an arcade thing?
Pretty sure it's a Vive PC game.
Not so much. What I'm talking about can be achieved as an evolution of the smartphone vr market. The pc headset as another.
Awesome! I wasn't sure because there have been a few Japanese Vive games that have been pushed as purely arcade based like Argyle Shift.
which honestly could be a massive backlash-causing one
Is Argyle Shift coming after a delay? I looked it up after phoisgood495 mentioned it and it looks cool.I don't see what's wrong with it coming after a delay.
I just formatted all drives and am going to do a fresh, non-anniversary Windows 10 install. Soon as I'm back up and running, I'll give these suggestions a shot (assuming the problem persists).
Thanks fellas.
If your reinstall + other suggestions don't work, I'd also try giving Windows 7 a try, assuming you can scrounge a spare copy, or a key that will get you past the installation so you can try it out for 30 days.
No clue, just being hopeful.Is Argyle Shift coming after a delay? I looked it up after phoisgood495 mentioned it and it looks cool.
I know hindsight is always 20/20, but USB should have been one of the first things to check.
OK, nothing worked. Even Windows 7 exhibited the problem.
Gonna try Intel...then I give up.
Edit: RESOLVED!!!
IT WAS MY USB CARD!
When I switched initially from USB3 to 2, it was due to shitty USB motherboard drivers. I never thought of moving it back after driver updates and motherboard firmware updates, but sure enough, doing that eliminated all these weird timing issues related to I/O.
It even fixed the frame rate issues I was having in some Oculus games during intensive scenes.
Omg, fuck me I'm so happy.
TL;DR
Don't choke your Vive's bandwidth with shitty USB ports.
It sucks that it took you all that effort to find the root cause, but I'm glad you finally got to the bottom if it. It'd bother me to no end if I were in a similar situation. Knowing that something should work, but not having any idea why it doesn't is supremely annoying.