Windows Mixed Reality for SteamVR

Windows Mixed Reality for SteamVR

WMR for Steam VR using wrong resolution for Samsung Odyssey.
I noticed in the latest beta that my Application Resolution is currently 1427 X 1779 per eye when set to 100%. The Odyssey's native resolution is 1,440 x 1,600 @90/60Hz per eye. Please fix devs and thank you! Bug Screenshot http://tinypic.com/r/2ithkye/9
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same here but I'm not sure if it's just a bug in the steam vr values or if the actual resolution inside the HMD is also on par with Vive instead of using the full resolution of the Odyssey.
I see this two but just thought it was supposed to be like that.... All I can say is the Odyssey runs Assetto Corsa awesome and is pegged at 90fps, but PCARS2 in the Odyssey needs a ton of help before it is running proper. IMO
Same here, the aspect ratio is not even the same
Yea, Steam is weird with WMR. Are you talking about the sampling resolution in Steam VR settings? My Dell Visor is 1440x1440, but Steam had it set to default (1x = no supersampling) of 1593x1593. I turned it down to as close as I could get it to native resolution, I believe it was .88, and there was zero change in quality, but definitely a small uplift in performance.
The fact your aspect ration is screwed is kinda strange to me though
Hey guys,

The resolution we want games to render at is not necessarily the same as the native resolution of the display. The recommended render size (even at 100%) is chosen in part for maximum compatibility with SteamVR games that were written for the Oculus and Vive.

The aspect ratio difference on the Samsung is due to the properties of its lenses. If you look at them, you can see they are taller than wide. The distortion properties of the lenses also distort the aspect ratio of what you can see, and so we want games rendering for that distorted aspect ratio.

I double checked the numbers you're reporting for a Samsung, and they check out.
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Date Posted: Apr 2, 2018 @ 1:14pm
Posts: 5