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[oculusvr] Oculus Rift Development Kit 2 Announced - Page 13

post #121 of 248
Quote:
Originally Posted by erunion View Post

The OR doesn't have that issue. Its not alternating frames to each eyes, since each eye has its own (half of the) screen.
Well, kind of. It still renders two complete perspectives but each perspective has half the resolution.

Basically it's the same as 2-player split screen on a console.
 
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post #122 of 248
Quote:
Originally Posted by Nintendo Maniac 64 View Post

Well, kind of. It still renders two complete perspectives but each perspective has half the resolution.

Basically it's the same as 2-player split screen on a console.

No, exactly.

In 3d monitors with glasses, each eye receives the full resolution but only every other frame. With OR each eye gets half the resolution (960x1080 in the case of DK2), but at the full frame rate.


Anyways...I found this very cool OR simulator, that compares different resolutions as well as low persistence.

http://vr.mkeblx.net/oculus-sim/
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post #123 of 248
Quote:
Originally Posted by erunion View Post

The OR doesn't have that issue. Its not alternating frames to each eyes, since each eye has its own (half of the) screen.
and also its not like x*y resolution as the eye field is probably just maybe x/3 multiplied by y. so @1440p you would have about 2560/3*1440=1.3Mpixel and a single 780 would be more than enough for it

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post #124 of 248
Quote:
Originally Posted by erunion View Post

each eye gets half the resolution (960x1080 in the case of DK2), but at the full frame rate.
...which is exactly how splitscreen on a console works.

But you still need to distinguish that it's not the same as a single 1920x1080 image - there are performance reductions due to rendering twice as seen with, yet again, split screen on consoles.
 
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post #125 of 248
Quote:
Originally Posted by Swolern View Post

Yes 2560x1440 @ 120hz & 4k @ 60hz is not achievable by most PCs, even here on OCN. OR might be overshooting the average PC gamer if going that that route.

And don't forget that 3d cuts framerate in half, unless programs use a psuedo form of 3d. But not sure since it is displayed on 2 different screens. Anyone?

As someone mentioned indirectly already post or two above with remark "what this means to image quality" - it kinda depends on what GFX settings you are going after. For example, a single 7870 can do ~120 fps at 4K in Source engine (Lost Coast tech demo), a Single overclocked 7950 can do in the same demo 200 fps with every slider (including AA) pushed as far as it goes at 4K (based on running that benchmark with 6770, 7870 and 7950 at 10 megapixels [5400x1920 resolution]). It is not the latest and greatest of engines, it's only DX 9c but then again it's not a particularly crappy looking either. Unreal 3 engine is also pretty decent, not as good framerates as Source but I do not have exact figures at hand atm. What I do remember that by manually tuning the settings I was able to get even a single 6770 with just 1 Gb of vRAM barely usable in some games running on Unreal 3 engine - althougt that was kinda very bottom of the barrel usable with limping along at 30-40 fps or so, 7870 was already pretty pleasant and was giving an option to go for consistent 60 fps or some additional eyecandy at ~40 fps. And so on.

If 90-120 fps is needed then it can be achieved even by todays current hardware., I would speculate that something at the level of 7870 would be entry level reasonable probably for decent Occulus VR experience. And probably people with 4x top end cards would be able to dial most settings to 9 or 10 out of 10 in most games and still get decent experience if the game is intended to run on 7870 with "low" settings at 90-120 fps.
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post #126 of 248
Quote:
Originally Posted by Carniflex View Post

And probably people with 4x top end cards would be able to dial most settings to 9 or 10 out of 10 in most games and still get decent experience if the game is intended to run on 7870 with "low" settings at 90-120 fps.

Apparently SLI/Crossfire is something of a no go with OR. I've seen vague allusions to an additional frame of latency as well as microstutter (this I'm more inclined to believe than the former) but I haven't really done much digging into it.

It's also hard to know how much of it is rehashed out of date info that no longer applies, and how much is just pure FUD. I'll give it a go in SLI anyways, since I personally haven't experienced microstutter since the 400 series.
 
Edited by zinfinion - 3/23/14 at 7:00am
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post #127 of 248
Quote:
Originally Posted by zinfinion View Post

Apparently SLI/Crossfire is something of a no go with OR. I've seen vague allusions to an additional frame of latency as well as microstutter (this I'm more inclined to believe than the former) but I haven't really done much digging into it.

It's also hard to know how much of it is rehashed out of date info that no longer applies, and how much is just pure FUD. I'll give it a go in SLI anyways, since I personally haven't experienced microstutter since the 400 series.
 

It used to be indeed very bad in eyefinity and CF, that is one of the main reasons why I stopped doing CF and have been strictly with single cards last few generations. However, with Occulus being sort of like single screen 3D it should have no more issues than any other single screen 3D setup in that regard. Claims are that the situation has been improved a lot after the issue was dragged into light causing companies to pay a bit more attention to this issue than just having as high as possible average fps.

Anyway, depending on what kind og GFX settings are aimed a single higher end GFX card should be able to offer acceptable frame-rate even at very high resolutions. I'll throw up couple of screenshots into the spoiler box from the "Lost coast" benchmark I was talking about earlier: Warning: Spoiler! (Click to show)







Just did a rerun for these. surprisingly the FPS was lower than I remembered. The average was exactly 120. Resolution 10 megapixels (25% higher than 4K) every slider as far as they go. I remeber getting 202 fps last time I ran it in similar situation, dunno why it's different atm. Perhaps I had lower AA setting than I remebered or the issue might be that I just had a crash so my Raid 1 array got corrupted and the Steam folder is on that array as well (it's fixing itself atm giving HDD's a lot to do). Anyway the point I am trying to make that while the engine is old and is not exactly knocking your socks off 2014 a decade after its release it's not THAT bad either and VR can add that extra layer of immersion so I would be willing to give up, say, Metro 2033 or Crysis 2 like GFX for Source like engine and VR if the experience I get out from the game just feels better. I quite do like nice GFX in games but at the end of the day I'm after entertainment.
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post #128 of 248

Looking at http://www.guru3d.com/articles_pages/radeon_r9_290_crossfire_review_benchmarks,9.html microstutter is much less of a problem than it was. Nvidia still have much lower frame-time variance (on this one review) but there are almost no spikes so they should be the same experience on a monitor. Hopefully that translates into same experience on an OR.

 

Mantle though supposedly uses a different method than AFR to do crossfire, which may improve both crossfire scaling and microstutter markedly (I have no idea how), but that's still in beta so there's nothing remotely conclusive we can say about that. If this turns out to be the case and trueaudio is well implemented into lots of games I'll definitely be going with AMD GPUs over Nvidia's on my next build.

 

Oculus Rift has to debut with a near-retina DPI so it'll be interesting to see how they plan to improve on that in later models. But once that is reached (4K in CV2, CV3 at latest I guess) gpu power will only increase while the target resolution and framerate remain the same.


Edited by Moragg - 3/23/14 at 8:04am
post #129 of 248
Don't remember the source, but there was talk that stuff like Mantle may allow each eye to be rendered by a separate card. That probably won't happen anytime soon though.
post #130 of 248
Quote:
Originally Posted by Aibohphobia View Post

Don't remember the source, but there was talk that stuff like Mantle may allow each eye to be rendered by a separate card. That probably won't happen anytime soon though.

 

... that would work exceptionally well. Both GPUs attack the frame from different angles (quite literally) then when both are done output the image to the Rift.

 

I don't see why Mantle would be necessary, the low-level control should make that possible but AMD/Nvidia should (i hope) be able to incorporate something as simple as splitting the screen in half in the drivers.

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