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Nahlásit problém s překladem
What CPU? What GPU? What game? What SteamVR resolution (in pixels).
You need to know if the recommended resolution is too high. That's why you need to know the resolution in pixels. Test it at 1600 x 1600. Don't test it in VR Chat, or any other multiplayer game.
https://www.urbandictionary.com/define.php?term=bricked
Your base station tracking is not bricked if it works, even if only barely works.
HTC Vive Pro is 1440x1600 per eye(2880x1600 for both eyes), so you're looking at a 2k(aka 1440p) display. Now go out into the webs and look up the minimal requirements for daily rocking of a 2k displays, especially for gaming - you'll see that 3060Ti/3070 is your bare minimum. The bare minimum for 60 fps gaming, mind you.
HTC Vive Pro requires 90 fps for a smooth picture.
Now add a 1.5x multiplier of performance tax, because you have 2 pictures rendered at the same time, and not just one.
Reduce the refresh rate, reduce resolution, reduce game settings.
Your GPU has no choice but to lag and have an unbearable input lag, if you choose to rock it at the hmd's full potential
The experience wasn't too good, though, since that hardware was not even in the minimal reqs for VR. Lack of calculation speed and thin throughput of older hardware would generously "donate" into your bank of stutters and jitters, and no amount of quality/screen size reduction would help you there.
60% resolution should be about... 1100 x 1100 pixels? Can you confirm the resolution in pixels?