In addition, some games can be extremely demanding even for top-tier hardware. However, even at near 144 FPS it can be observed slightly. Additionally if the frame rate is low enough and you move fast enough, it can even become difficult to see which is very counter-productive.Īnd sure, even though I have a 1070 Ti which is deemed Index-ready, it could be said that I simply need a better graphics card to have higher frame rates. This, unfortunately, REALLY breaks down at lower frame rates and creates very noticeable ghosting and distortion, to the point of it actually beginning to make me sick if the frame rate is low enough. It looks to me that the Index uses some sort of 3D projection of your VR view (in a sphere shape by the looks of it) and tries to move it based on your physical movement within your playspace to "interpolate" between frames. I mean movement smoothing as in moving around in your playspace. I don't mean the standard asynchronous reprojection that all headsets use some form of. It seems that there is some strange movement smoothing going on with Index. In many ways the Index has been an upgrade, however there has been one persistent problem that I don't see many people (if anyone at all) speak about. I have been using VR since December 2017, using the Oculus Rift CV1 until November of 2019, when I bought the Valve Index. I had around 45-70fps in this specific recording, I tried to keep the FPS low to easier show what was happening. And later you see I do smaller flings which still show the distortion happening. While it is pretty rough, you can see that when I fling myself using OpenVR Advanced Settings the first time it distorts so bad that it shows blackness. Had to use my phone strapped to the headset to record inside the lens, vertical was the only way I could fit it, sorry about that. Unfortunately in the SteamVR "VR View" window it cannot be seen, only when in the headset. Here is a rough video I took of how it looks. Coming from Oculus, their async reprojection only took into account rotation, not position AFAIK. This is what seems like an entirely separate system that is not triggered by HMD rotation like the "Motion Smoothing" setting is, rather by physical movement around your playspace only.ĮDIT2: After talking more with BOLL in the comments, it seems that it is due to the asynchronous reprojection sphere attempting to account for your position movement in your playspace. EDIT: To clarify, I am not talking about the "Motion Smoothing" setting that already exists.
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