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amd 8350@4.7ghz water cooled
1800mhz ram, gtx 1070 oc 1900mhz
wow thats great news. i use a program call "flyinside fsx" it has async timewarp coded into it and the game looks great no ghosting or stutter while running under 30fps. i hope they are working on it. would be nice for DCS world.
What async timewarp/reprojection does is reproject the output image with the absolutely most recent tracking data before it is sent to the screen, without it you have an image rendered according to the tracking data when rendering started which is then already old.
The very best solution would be, that developers would optimise the games better. Many games in early access seem not to be perfectly optimised - of course, as many indie devs don't have the knowledge to optimise the game or other things having a higher prio.
So, if I may ask, what is "a motion-vector frame generation technique" exactly?
Hi Aaron and thank you for all the extra info - I can't wait to see what you come up with in terms of Motion-Vector Frame generations.
Is there any way to activate Asynch Repro at the current Beta of Steam VR? If not could you please let us know (if you can) when will this feature be available? Many thanks
Thank you!! Even on a really beefy PC some apps can still drop one frame every second for (no?) reason... this should be good!
From what I've seen, that problem is generally caused by reprojection kicking in too soon. Hopefully async reprojection won't be quite as anxious to kick in. Even if it does, the async nature of it should make the transition much more seamless.
These are things that can be detected if you're a really advanced troubleshooter like me, (I work in QA) but are not often apparent to end users. "I'm getting really bad judder, zomg fix it valve!" I know there's notifications that can be enabled - but would it be possible to add a feature to the VR performance bench that could detect repairable situations ie: "your cpu is downclocking during benching!", or, "your GPU is hitting a thermal limit!" or, "application x is utilizing a large % of your gpu/cpu during testing and is affecting your score" (for example) and report them to the user? This is far more common than you realize and is probably a fairly large percentage of perf issues that end users experience and report here. Users have gotten used to the fact that games are generally a gpu intensive task these days, and fail to realize just HOW intensive games on vive can be, for both the cpu AND the gpu. If you could detect a sawtooth in a clear way, it would go a long way to helping users fix their performance issues in vr. Another thing that you could do to reduce overall load on the system and avoid dropped frames would be for steam to take full control of the gpu in "fullscreen" (as an option). I realize that would make the desktop view unavailable, but it increases performance significantly. Windows basically sleeps all other processes in this mode and can give you quite a few more ms in the 10ms window.
Can you provide more details on what are the effects of having both asynchronous reprojection and interleaved reprojection enabled in the latest beta? On which scenarios should we only have async on and on which ones both?