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Old 06-10-2019, 11:00 PM   #1471
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Originally Posted by imacken View Post
The Pros are big, but the flat image quality of the LCD panels compared with the OLED ones are really disappointing in my opinion. Flying over PG or Caucasus and looking around just doesn't give the same wow factor as the VP, it's like they are covered in a light white haze. I just find it less immersive.

Exactly my experience with Pimax 5K+. I could not figure what makes the image so 'flat' firstly despite the higher resolution and FOV. It is like you are not really in a cockpit but rather looking at a huge LCD screen with a 3D image on it.
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Old 06-10-2019, 11:04 PM   #1472
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Originally Posted by ruskybeaver View Post
Exactly my experience with Pimax 5K+. I could not figure what makes the image so 'flat' firstly despite the higher resolution and FOV. It is like you are not really in a cockpit but rather looking at a huge LCD screen with a 3D image on it.
Yes, exactly that!
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Old 06-10-2019, 11:06 PM   #1473
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Originally Posted by Harlikwin View Post
On that last point (system res) I found with my low end system it did have an effect on performance. So I turn it down as much as I can.
Well documented that it makes no difference.
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Originally Posted by fearlessfrog View Post
Bit of a long shot, but in your SteamVR is it showing as 90 Hz in your SteamVR settings? On my O+ when I put it to 60Hz it goes really dull, so wondering if a bug here for that. Really unlikely but thought I should say.

Also for people saying their HP Reverb experiences, it would be really interesting to see if you're using Win10 latest (version 1903) or the version without the WMR bug (we think) 1809. Because the experiences seem different it would be great to correlate the two if possible.

(To quickly see your Windows build number run 'winver' from the Start cmd, it'll be on the second line, i.e. 'Version 1809').
Yep, it’s 90Hz on 1903.
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Old 06-10-2019, 11:09 PM   #1474
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Yes this helps, I understand the idea of the 1.4x to make up for the fish eye but not the math. How are you arriving at 2076x2592 being optimal?
Native O+ resolution is 1440x1600. The warp scale factor per axis (the panels are tall, not square) are:

1440 x 1.43888 = 2072
1600 x 1.61375 = 2582

So the nearest we can get to 2072 x 2582 in SteamVR using the percentage slider (which changes both axes assuming the same scaling) is 2076 x 2592, which is 212%.

What'll really blow your noodle is that the WMR engineers did this deliberately, as the 'out of the box' defaults means that it is undersampling quite a lot, so people get better framerates. That's great if you're hitting colored boxes with a lightsabre, not so good trying to read the SA MFD in the Hornet.
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Old 06-10-2019, 11:12 PM   #1475
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Originally Posted by imacken View Post
Yep, it’s 90Hz on 1903.
Tempted to rollback to 1809 for science?

(I don't blame if you don't want to, but just curious if this impacts the Reverb like the O+. If you sell or return it without actually seeing the native resolution then it might be a shame. Or could be that it makes no difference.)
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Old 06-10-2019, 11:19 PM   #1476
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Originally Posted by fearlessfrog View Post
Tempted to rollback to 1809 for science?

(I don't blame if you don't want to, but just curious if this impacts the Reverb like the O+. If you sell or return it without actually seeing the native resolution then it might be a shame. Or could be that it makes no difference.)
I would but I deleted the windows.old folder in system file clean up!
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Old 06-10-2019, 11:23 PM   #1477
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Originally Posted by fearlessfrog View Post
Native O+ resolution is 1440x1600. The warp scale factor per axis (the panels are tall, not square) are:

1440 x 1.43888 = 2072
1600 x 1.61375 = 2582

So the nearest we can get to 2072 x 2582 in SteamVR using the percentage slider (which changes both axes assuming the same scaling) is 2076 x 2592, which is 212%.

What'll really blow your noodle is that the WMR engineers did this deliberately, as the 'out of the box' defaults means that it is undersampling quite a lot, so people get better framerates. That's great if you're hitting colored boxes with a lightsabre, not so good trying to read the SA MFD in the Hornet.

Its actually great news for me, I had it set way higher LOL! I should see a performance increase. Ill have to reassess the image quality to see If I see an improvement. Thank you. Also where are you getting the 1.43888 and 1.61375 numbers from?


PS I plan to order a Reverb just as soon as I see one in stock!
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Old 06-10-2019, 11:29 PM   #1478
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Originally Posted by Delta59R View Post
Its actually great news for me, I had it set way higher LOL! I should see a performance increase. Ill have to reassess the image quality to see If I see an improvement. Thank you. Also where are you getting the 1.43888 and 1.61375 numbers from?


PS I plan to order a Reverb just as soon as I see one in stock!
The SDK shows 2072 x 2582 as the max buffer for the O+. Publicly the nearest comment from Microsoft was this:

https://www.reddit.com/r/WindowsMR/c...ake_a/ed5zzs9/

..which is handy for other headset ratios as well.
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Old 06-10-2019, 11:43 PM   #1479
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Originally Posted by fearlessfrog View Post
The SDK shows 2072 x 2582 as the max buffer for the O+. Publicly the nearest comment from Microsoft was this:

https://www.reddit.com/r/WindowsMR/c...ake_a/ed5zzs9/

..which is handy for other headset ratios as well.


OK cool ty! So where are you guys getting the 188% business from for the Reverb?
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Old 06-10-2019, 11:49 PM   #1480
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OK cool ty! So where are you guys getting the 188% business from for the Reverb?
From one of the devs here on the same Reddit thread in the comments.

More specifically:

On an Acer, HP, Lenovo, Dell, ASUS or other headset (1440x1440 per eye resolution):

renderTargetScale == 1: Limit is 1764x1764 per eye

renderTargetScale == 2: Limit is 2206x2206 per eye (this is the max; setting renderTargetScale > 2 won’t have an effect).

On a Samsung Odyssey or Odyssey+ headset (1440x1600 per eye resolution):

renderTargetScale == 1: Limit is 1657x2065 per eye

renderTargetScale == 2: Limit is 2072x2582 per eye (this is the max; setting renderTargetScale > 2 won’t have an effect).

Setting renderTargetScale will use slightly more video memory, but not much.

To be honest I never tried setting the steam vr scale to 188. I tried 200 and kept dcs PD at 1.0 in my Odyssey and it seemed ok I don't know if I could tell a difference between dcs PD 1.5 and steam 100% vs the 188% and PD 1.0.

Things looked a tiny bit clearer but nothing too exciting. I can't remember if I experienced any performance issues, maybe a bit of stutter.
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