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Workaround: https://www.reddit.com/user/epiesilon/
SD3D normally will use a half-SBS, but he has a new option in preprocessor definitions to do channel compression to make it full-SBS with some minor color artifacting. If you use his SuperDepth3D_VR+, that supports a full-SBS output directly to Katanga.
For Tridef- I'm not sure. Probably worth asking on the mtbs3d.com forums.
Output methods are here: https://github.com/bo3b/iZ3D/tree/master/OutputMethods
No current code working on Win10, this is in progress. The AMD output in particular I know is full SBS, I'm not sure about the SBS itself, but connecting this later on to to a full SBS VR display tech will not be the hard part.
For the jittery head movement in Katanga- you need to free up some GPU cycles so that Katanga is not starved of cycles in the background. NVidia does a poor job of managing multiple processes, and even though Katanga is a VR app they put it as lowest priority because it's in the background.
Easiest way to lower the load is to use the frame rate limiter built into HelixVision on the Display->VR section.
If the game is running free with no vsync or frame rate limit, it will suck up all available GPU cycles and make Katanga stutter. At a minimum, you want it capped at 90 or your HMD frequency, because anything higher than that will never be seen.
Another good option is to lower the resolution. 1080p is the sweet spot for the game, but it sounds like you might prefer and be able to see the difference of 1440p.
Holy crap... I didn't even realize what was going on there! Instantly got an upgrade for Cyberpunk! I can't believe I missed this... It's not quite the same as the full 2x buffer in HelixVision mode, but it's a pretty remarkable upgrade over Half-SBS. The newest version of SuperDepth also has a new sharpening filter that works really well!
BluSkyKnight is releasing an OpenXR version of the Companion app shortly, which should hopefully help with the stutters and hitches in WMR. The problem there is in the WMR for SteamVR driver... it's not optimized very well, and causes problems (stutters, hitches) once you start to push further than about 90% GPU use. A couple of MS reps have mentioned they're working on it... but I wouldn't count on anything too soon.
This is the same as Reprojection (motion-smoothing) in WMR. You lock the frame rate of the game to 45FPS while the headset runs at 90Hz, and have reprojection fill in every other frame with an interpolated image. To enable it in Helix, pull up the SteamVR dashboard, and under Video->Per App settings for Katanga, set motion smoothing to Always-on.
You'll still need to limit the game to 45FPS somehow, and monitor GPU use to make sure you're not pushing the GPU too far. How you limit the frames also makes a pretty big difference, as each game engine is a different beast. If one method isn't working (stutters, etc), try another.
so Motion Smooting is same as Reprojection ?
I have a G2 (WMR) and always wondered where I have to set that. Isn't this setting part of the WMR settings? Or will the steam Smoothing setting affect the WMR setting?
Who in the end is doing the interpolation? Steam or WMR ? Or can both be enabled (and do bad double smooting?)
On the HelixVision screen, that will thus show one frame that is the same for a set of two HMD frames. Motion smoothing won't help here, because the screen itself is moving to the correct visual location at full HMD frame rate, and there are no bits to interpolate. Head movements are always 100% accurate as long as katanga is not starved.
I could be misunderstanding something though, so if you think something else is working better, I'm open to suggestions.
As a general rule I personally disable motion smoothing and look for other ways to improve performance.