Valve working on solution to run SteamVR on weak GPUs
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fantaskarsef
How would it work with doubled 45fps? Technically it would be 90, sure, but wouldn't duplicated 45x2 frames act exactly the same as 45 fps? Not sure I'm getting this...
With 45fps each frame takes 22,2ms display time.
90fps would end up in 11,1ms then.
But... displaying 45fps and doubling the frames would only mean that each frame is once again displayed 22.2ms. What's the gain here?
Locoyote
All they can give is a minimum recommended spec, because there are so many variables, just like running any PC game. I have a GTX660ti which is below the recomendation, but the requirement to run 2160x1200 @ 90Hz is not beyond my card at all.
It would entirely depend on the detail level of the game/3D app. eg. I can run most games at 1080p 60Hz in ultra, but if I wanted 2160x1200 90Hz, I could reduce the detail to medium for example and still have a good gaming experience.
Also, as games get more complex and detailed, even high-end cards will fall below the required 90Hz if full detail is used.
So, I'm pleased that it's going to be possible to use my current set-up to initially try the Vive, at lower detail levels and upgrade to a next gen GPU in due course. I'll propably get a GTX 1070ti OCed or something like that in the £250-300 range, Xmas 2016 or early 2017.
jimdove
680 "weak". Maybe compared to say a 980ti but its still a MONSTEROUS gpu, certainly in terms of the kind of garbage inside the consoles of today.
vbetts
Moderator
AlmondMan
Well, I have a GTX 680 and running the Valve VR test from steam gives me the message that my system is sort of able to run it, if it's on lowest settings. The CPU and memory is listed green, but it says I should upgrade the GPU.
But, without any further information and with possibly the greatest leap in performance in many years coming this Q2/3 I don't have any rush to run out and buy 1st gen VR headsets or last-gen graphicscards.
Asgardi
Asgardi
CPC_RedDawn
RzrTrek
VR is only meant for the hysteric populous.
sykozis
Fox2232
Yogi
foveated rendering and other tricks to reduce the load on the gpu.
I believe what is meant is that if your system could only manage 45Hz with the current SteamVR, with this new "cut corner's" method a weaker system could manage 90Hz without a major impact on perceived graphics quality
They're talking about using siriq
So hes talking about my card as well?
http://i65.tinypic.com/21j6ert.jpg
ruiner13
Wonder if they will have a Thunderbolt 3 model with a built-in GPU. Would tie together some recent announcements...
Juakin
fantaskarsef
It would make more sense to reduce GPU load with things like foveated rendering (although I'd prefer not to have it, since you don't always look 100% straight ahead, that's why our eyes can turn without the head). Just interpolating frames is a sloppy thing, requires an additional chip (in the VR gear?) somewhere in the system.
Wouldn't it make more sense to buy a new GPU instead of paying extra for a (VR piece with such a) chip? That way you could have better VR experience (native 90fps) and also, as a bonus, better performance in non VR games too. Just thinking out loud.
alanm
Dont care how well or not GPUs run it. Imo VR needs to be more authentic. No pussy wussy headsets but VR body suits. When you're shot, a tiny embedded explosive cap goes off leaving you with a painful welt. Now thats VR.
jbmcmillan
vbetts
Moderator
fantaskarsef
I wonder how they want to do 600+ rpm hits in fps games as you walk around a corner and get shot by a whole enemy squad 😉
If you feel real pain, is it then even virtual reality? 😀