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Old 01-17-2019, 09:27 PM   #131
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Originally Posted by Harlikwin View Post
Thats the thing I'm trying to understand is "how" its better from a technical point of view.
the tech fills in the gaps between the pixels with light that matches the surrounding pixel. So the black space (SDE) you get on all the other headsets is gone and it looks like a solid canvas of imagery.
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Old 01-18-2019, 04:34 PM   #132
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I know how its supposed eliminate the SDE by letting it bleed/blend with the next pixel over. But they are claiming that it doubles the PPI/Res in the same way. I'm just curious if the idea of the "virtual" pixel between the real ones actually works as they claim.
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Old 01-18-2019, 04:42 PM   #133
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I know how its supposed eliminate the SDE by letting it bleed/blend with the next pixel over. But they are claiming that it doubles the PPI/Res in the same way. I'm just curious if the idea of the "virtual" pixel between the real ones actually works as they claim.
I honestly don't know. I just know that the picture quality is significantly better than the Vive Pro and OG Odyssey.
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Old 01-18-2019, 04:50 PM   #134
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Improve "single pass rendering" option in VR would be a huge increase in fps IMHO, as other software does, please ED take into account.
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Old 01-18-2019, 04:58 PM   #135
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Originally Posted by Gryzor View Post
Improve "single pass rendering" option in VR would be a huge increase in fps IMHO, as other software does, please ED take into account.
Dunno if it is this you are looking for, in the ../config/graphics.lua file (end of file)

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--in stereo and hmd mode you can try to use single parser for both eyes , by default is false , comment to enable it or set to true
stereo_mode_use_shared_parser = false
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Old 01-18-2019, 05:04 PM   #136
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Dunno if it is this you are looking for, in the ../config/graphics.lua file (end of file)
I doubt it, maybe this parameter doesn´t does the same, In addition I tested it and there are some glitches appearing at screen´s borders.
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Old 01-18-2019, 05:06 PM   #137
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Originally Posted by Gryzor View Post
I doubt it, maybe this parameter doesn´t does the same, In addition I tested it and there are some glitches appearing at screen´s borders.
Ok, I wont bother with it then. Just remembered it being in there, when I saw your mention of it, but I never tried it.
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Old 01-18-2019, 05:31 PM   #138
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Ok, I wont bother with it then. Just remembered it being in there, when I saw your mention of it, but I never tried it.
I tried it, in PG cities turning "true" this parameter improve VR performance for me, but only a bit (but enough to maintain stable 45 FPS over Dubai); With this parameter set on default "false", FPS are under 45 fps most times.

However, at VR edges on HDM there are some slights graphical glithes, like mountains disappearing suddenly when you look around. I heard in others forums that with single pass rendering in VR it could pass from 30 fps to stable 90 fps, so lets hope to see some light in the end of tunnel. :-)
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Old 01-18-2019, 05:49 PM   #139
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Originally Posted by Gryzor View Post
I tried it, in PG cities turning "true" this parameter improve VR performance for me, but only a bit (but enough to maintain stable 45 FPS over Dubai); With this parameter set on default "false", FPS are under 45 fps most times.

However, at VR edges on HDM there are some slights graphical glithes, like mountains disappearing suddenly when you look around. I heard in others forums that with single pass rendering in VR it could pass from 30 fps to stable 90 fps, so lets hope to see some light in the end of tunnel. :-)
interesting. i will have to try it tonight.
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Old 01-18-2019, 06:45 PM   #140
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Originally Posted by FragBum View Post
From here,..



I would strongly disagree with this as an option, it presumes that you do not scan the whole screen presented on the HMD by moving your eyes as you would in real life.
Actually, if you look around the edges of the screen, the image is very blurry and only on the center (sweet spot) the image is well defined, this is why in VR you move your head to watch around and not only your eyes (as in real life). In Oculus this sweet spot is bigger than Vive and Vive Pro.
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