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Old 01-17-2019, 01:30 AM   #31
FragBum
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Just a heads up today's update fixed the huge aliasing issue and some performance has returned, now about improving VR in game performance and map performance.
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Old 01-17-2019, 07:42 AM   #32
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Originally Posted by FragBum View Post
Just a heads up today's update fixed the huge aliasing issue and some performance has returned, now about improving VR in game performance and map performance.
What ‘huge aliasing issue’?
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Old 01-17-2019, 12:38 PM   #33
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What ‘huge aliasing issue’?
Well just an issue I experienced with Rift VR with the first "2.5.4" update seems resolved now so far. Cheers.
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Old 01-17-2019, 12:42 PM   #34
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You're more than welcome, but I trust that this was not new info for you =)
I just checked out SteamVR on my CV1 and you are absolutely right. Haven't used SteamVR for some months now so I was completely unaware of this change.

It seems that after the update, the old 100% has become the new 50%.. I don't understand why they would do this though... It makes no sense to me; why label something 50% ("per eye") when it is in fact 100% (The native reso)?

Thank you for setting it straight mate! I will be sure to modify my post and add a disclaimer.

Silly Gaben doing silly stuff instead of giving us HL3...

Cheers!

IT--
The rendered image needs to be a higher resolution than the displays because of the effect of distorting it to correspond with the headset's lenses. Roughly, the number of overall pixels rendered needs to be double the headset's resolution. Presumably that's where the percentages come from.

I keep finding reasons to post a link to the same pdf, but it's all explained here. Page 14 onwards.
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Old 01-18-2019, 10:03 PM   #35
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The rendered image needs to be a higher resolution than the displays because of the effect of distorting it to correspond with the headset's lenses. Roughly, the number of overall pixels rendered needs to be double the headset's resolution. Presumably that's where the percentages come from.

I keep finding reasons to post a link to the same pdf, but it's all explained here. Page 14 onwards.
Thats a good read. You really gotta wonder if DCS has tried any of those VR optimizations they mention or if those are the "promised" improvements even though that paper is from 2016.
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