(green/yellow) Smoothing and Repro battle each other for priority when you're consistently over 11.1ms - ~12.4 and going up and down in the fps department, from 50-60fps. (green) Repro on its own kicks in at above 7ms, goes until below 60fps or so. Without capping tools, using supersampling instead - this is the data readout in steam VR: Meanwhile, increasing supersampling until you hit a 45fps ballpark causes Smoothing to take over completely. A consistent 45fps lock using RTSS causes repro and smoothing to trade steadily. The algorithm behaves differently (in terms of the 'rythm'/'consistency' of when its on or off) depending on whether you use an external tool to cap fps or not. Async only repro can be used all the time by checking 'Override Global Setting and Force Off.' It turns on and off, rapidly trading places with async re-projection (not on at the same time). It only starts to kick in at around 60fps and below. It's localized to specific objects in VR, rather than the entire picture. I would describe it as: a video clip in MPC SVP, but in VR. Using the wireless adapter just fine.Īnd yeah, when smoothing is on (you have to look at the performance graph to know what exactly you're looking for at first) it's NOT pretty. IDK what that steam user was talking about, motion smoothing/ the new beta is working fine. (Though obviously not hardware that insist on using its own compositor, i.e. Is that stated somewhere? Since it's a runtime/compositor feature, I don't see why it wouldn't map to other hardware. I do assume that it could be a godsend for heavy simulations and such, where direct hand tracking isn't a priority but where you really need the performance headroom. They look a bit like video compression artifacts, actually, which I found really interesting.Īnyway, I do think it's a pretty significant improvement, but I'd still rather play at full frame rate in most games. With motion smoothing, the stutter is eliminated completely, but it feels a bit less direct, and some artifacts manifest. I found that very playable with asynchronous reprojection, but one of the most severe issues was hand movement stuttering. The best test case is FO4VR, since I prefer to play that at high supersampling levels which puts me at ~13-16ms GPU times. I gave it a try in several games and it's. Its not public yet, but its playable in a private instance on request or during the events I hold for my world discord. Theres plenty of competitive worlds too like Murder that I mentioned above.Īnd I'm still working on my final fantasy world (10 months I've been working on this now lol), already its around 4-5 hours of content. Most of the Ragnarok online maps have been ported over to vrchat if you're a fan of that game.Chibi robo Avatar adventure - Chibi robo world faithful to the game and you can explore and find a ton of chibi robo avatars inside the chibi doors (this is public but will be updated a lot to include more gameplay elements.Mad Monster mansion - banjo kazooie world with puzzles.Bloxin Dungeon - Whilst flawed in some design aspects its pretty fun with a large group.Duality (based off a game of the similar name, but its basically platforming puzzles using perspective against you).Huggi dungeon series part 1 and 2 are horror escape rooms with a boss battle at the end.The Backend (the finale to the mr whiskers campaign)įor more game like worlds, there's quite a few adventure worlds now.The dire pug is unlocked at the end of the first half and its a singleplayer only world its a very cryptic item puzzle for the first half. The pug and The dire pug (this one is hard to start, you need to examine the taps in the ground floor to start it.The Mr Whiskers event thats going on in vrchat has some really good adventure worlds: The most popular map right now is Murder (based on the Gmod game mode).
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