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I have no idea what is going on here. This is 2nd time I have pre ordered game on rift store as I wanted PCVR version and once game released it got removed from rift store and I ended with quest version which I did not want.
But the quest 3 version is very well done, the resolution is not native unfortunately but nothing tragic, I read that it's 45fps in reprojection but the whole thing is extremely smooth, I don't understand if reprojection is only activated in some cases or if the dev was referring only to the quest 2 version
mmmif the quest is only 45fps then i'll get it on PC in that case,
Of course the Quest version is well done, this is a Quest game, everything in the game has been designed for the weak Quest 2 and 3 phone gpus (Adreno 650 and 740 respectively running at about 1 and 2 tflops (fp32) respectively to save battery). An RTX 3080 has 30 tflops in comparison. RTX 4090 has 84 tflops.
So there really is no PCVR version - the PCVR version is just the Quest version running on a PC, where devs added a few enhancements like unlocked fps, better shadows and better antialising.
I do wonder what the game could have looked like with a much higher budget and built ground up for high-end VR.
That said, I'm running the game in solid 144 fps with Index res 500% (45 million pixels per frame combining both eyes) using in-game Ultra settings - I do doubt you get a similar experience using a standalone hmd. But I guess my oc'ed RTX 3090 is using 30 times more watts :-)
Also I think it has no anti-aliasing at all.
I already regret posting that but you know that above 150% SS on Valve Index is wasted performance (even if it's available). You barely see a difference. Maybe up to 180% but above that ist just a waste of performance as the difference in the Valve Index is minimal if there is any at all. I know that because I use an Index too and had my SS always way too high until somone told me there is no difference and he was right.
The difference is more limited in a Quest port like Underdogs, where going from res 300% to 500% has limited impact. Also due to being a dark game without more contrast to see aliasing.
But try going from res 200% to 400% in Gnomes and Goblins, or Wolfenstein Cyberpilot - the difference is like night vs day. Try A, D. 2047 res 200% vs 500% - seeing is believing ;-)
Also if you get 144 fps, no need to lower the res if there's no more performance to gain.
If you're new to benefits of extreme res with the Index, this may be of interest:
https://www.reddit.com/r/ValveIndex/s/Wwg1OsfZ5C
See the images on the PC monitor, not a small tablet or phone screen.
Extreme res will both provide extra antialiasing and much increased 3D depth perception as distant objects become much sharper and easy to see.
My Index res 300+ looks much sharper in games than my PSVR2, even if PSVR2 has 80% higher panel res - but PS5 is too slow even with foveated rendering to be able to add much super-sampling if any, especially combined with 4xMSAA.
Getting the Index in 2019 for long I thought res 200% was optimal, today I rarely go below res 300% - it's like a great red wine, premium quality may cost a lot and go unnoticed, if you do not know what to look for.
So do increase res as much as you can to get the best possible image quality, Underdogs is amazing for providing an opportunity to max out hz and res even without needing an RTX 4090 ;-)
Would be really nice and a great bonus incentive for more customers!
Like, less sparks and other effects? What are the differences more specifically, is what I mean. I have a Quest 2 for context.
The Quest version is only using 45 fps and low-res, while PCVR is 90 fps or higher - and you can use extreme res. Physics are also more frequently updated with PCVR.
Devs said just before the launch:
"The PCVR version has higher fidelity across the board - more detail, no LODS, better percision. I hope to be able to crank things up even more over the next few weeks so people with high end PCs can enjoy even better shading, comic-book illustration resolution, etc. I'll be posting about it when I know exactly what I can and can't get working there, but I suspect some will be post launch."
PCVR has highly detailed dynamic shadows and high levels of antialiasing - and you can increase the polygon count by adding more props.