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Edit: Turns out I was confusing rendered god rays like these[www.nexusmods.com] with an artifact caused by the lenses in a VR headset. You learn something new every day. :)
You should set your IPD correctly and center Vive on your face, so your eyes centered in the lens.
This way Vive is much better than Rift.
Here is the good guide to make bigger FOV.
https://www.reddit.com/r/Vive/comments/4gnega/massive_vive_comfort_and_fov_increase/
Depends on your face form, thou.
The main thig is - placing Vive on your face correctly is as important as setting right IPD or even more.
Job Sim has generally simple graphics (everything is bright and cartoony). SPT is capable of crisp graphics in my experience. Super-sampling helps with that a lot.
Clarity in the Vive is largely dependent on fit. In my experience, it's possible to get a crisp view once adjusted properly for your face. However, if it's even a half inch off (up or down) it can result in blurriness.
Some people also have modded their Vives to use thinner facemasks so their eyes are closer to the lenses. This has reportedly resulted in increased clarify and FOV.
Graphics are a factor of computer processing power, not headset. Super-sampling in particular can yield some crisp graphics with the Vive, but you need a decent GPU to take advantage of it (i.e. 980Ti and up for best results).
To a certain extent, this is true. If a game uses high contrast scenes, then godrays will be evident. If it doesn't, then they won't.
You're doing the contrarian thing again.
High contrast imagery is what makes godray apparent. If a game doesn't depict those, then godrays won't be evident.
Godrays isn't that prominent or bad on the Vive. The only way you can be obsessed with them is being psychically unstable, when minor/unexistent things making you crazy. Judging by your posts it can be the case.
Also some VR games are far from ideal in terms of fidelity. They just render with res lower than native and there is a thing called Adaptive Rendering. It blurs edges of the image to save performance.
You can see it working if you run SteamVR performance test on weak hardware.
And naturally you know this because you've played every single Vive game in existence.
Oh wait, you haven't.
Uh, no. It's a factor of contrast. A well-lit, lower contrast scene and you shouldn't notice the fresnel lens rings.
Stupid... mutter... mutter calling two different things... mutter... mutter... mutter... the same... mutter. ;)
It's a factor of contrast, not just lighting. Yes, you do need lighting for the reflections to be generated. However, you also need a degree of contrast before they become apparent. This is why they tend to be most noticeable with things like title screens (i.e. white text on black backgrounds), space scenes, night scenes, etc.
But if the image is relatively evenly lit across the board, they aren't evident. Take QuiVR, for example. The game's environment is relatively low-contrast and evenly lit (it's a wintery landscape). Thus even if I look for them, I can't perceive any fresnel ridges/god-rays. They just aren't there.
I mean, sure I notice it when the QuiVR logo pops initially, but that's for about a split second when the game loads. But at that point, you're splitting hairs.
It depends on the visual style/design of the game.
ZenBlade is another example. Lens flaring is mostly non-existent in that game. The exception is when looking up at the brightly lit windows contrasted with the dark wood paneling. At which point it becomes visible in the areas of the dark panels.
But facing the normal direction in the game during actual gameplay, any lens flaring is effectively invisible.
Not what I said. Please pay attention.
What I said was using QuiVR as an example, the only time I've noticed lens flaring is when the initial logo appears (bright logo on a black background). In the main game which is very evenly lit and low contrast, there is no lens flaring.
If you don't believe me, give it a go yourself. There is a free demo.
You have an inability to see beyond your own experience/biases. Thus when confronted with alternative views rather than accepting those views as legitimate, you reach for the excuses.
In your mind, I'm always going to be a shill/fanboy/whatever because I don't share the same irrational-frothing-at-the-mouth hatred for the Vive you do.
Which games?
I'm not denying that lens flaring isn't visible. Only that it is dependent on the visuals in-game, and most predominant in high-contrast scenes. Conversely I've seen lots of instances in-game where it's not visible due to low contrast scene.
The aforementioned QuiVR being a perfect example. But try it for yourself if you don't believe me.
Vise-versa, most of what you have complained about are non-issues for others. And your inability to see beyond your experience results in you blatantly attacking people for some reason and calling them names when their experience doesn't line up with your own.
I know you don't understand it, but you're generally the exception to people's experiences with the Vive, not the norm.
I was giving an example of a game where lens flaring is non-apparent during the gameplay in that game. Not sure why you keep harping on about the bit about the title screen. Again, just give it a try for yourself if you really don't believe me.
There's a free demo:
http://store.steampowered.com/app/489380/