Thank you. You’re all a big help in making me understand what’s going on here.
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How much input lag (irrespective of framerate, or, assuming the same frame rate) does SteamVR add? I mean, normally as soon as a GPU/game is finished rendering a frame, the image gets sent to the monitor. Now though, if I understand correctly, after the GPU renders the image, it gets re-rendered (or upscaled/downscaled) by PiTool and SteamVR or at least just by SteamVR. That represents at least 1, if not 2, extra rendering processes which have to take place in-between when the original image was rendered and when the player actually sees it. Is that what is happening or does it work differently than that (since VR works differently than standard monitor rendering)?
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I could have sworn my game, rFactor 2, was working fine with parallel projection disabled. After messing around with different refresh rates and FOVs, I now get the double image with PP disabled. I’ve also restarted PiTool, the headset, SteamVR. Has anyone ever had this happen? Or did I just have PP enabled without realizing it? Man, I could have sworn it was off.
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Should I be doing the auto-SteamVR optimization thing every single time I change resolution, refresh rate, FOV in PiTool?
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It seems every time I power the headset down / restart it, I have to re-run the room setup in both PiTool and SteamVR, it’s pretty annoying and inconvenient. Is this normal?
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Every time I quit a game, I get thrown into the SteamVR world. It’s all black with some grid lines on the ground. I’m stuck there until I take my headset off (which I don’t want to do) and manually close SteamVR on my PC monitor’s desktop. Is there anyway to bypass this? It’s very inconvenient. I’d love it if I could be thrown back in Pitool - the one that’s visible in the headset; I do get auto-sent to this but only after closing the SteamVR world first.
Just for some extra info.
- CPU: 12900KS 5.3 GHz all-core (e-cores disabled), cache 5.0 GHz
- RAM: 32 GB (16 GB x 2) Samsung B-die dual-rank DDR4 @ 4200 MHz 16-16-16-32 w/ subtimings tuned
- GPU: RTX 3090
- VR controllers: none (ATM)
- Basestations: none (ATM)
95%+ of my VR use if for racing games (I have a cockpit with wheels, pedals, etc.) therefore 3 dimensions of movement I get without the basestations is just fine for me.