More customization for Vertical Tangent.
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So AGAIN, WHY IS THE LIMIT 0.4? Please dont just state some dumb crap about 'conversion' then continue to ignore my request. If theres an actual reason like some sort of lens distortion then please explain that. Do some testing to observe it yourself and/or explain the magic. What the hell is 'conversion'...
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"I daily 0.4 tangent in every VR game I launch, I prefer the increased clarity from bitrate not being spread so far, and I use the extra headroom to supersample accordingly.
[7:39 AM]Cook: Id like to go further just to test extreme supersample values sometimes.
[7:42 AM]Cook: In certain niche scenarios, the tight tangent will limit you with HUD elements that need to be constantly kept in periphery such as a car mirror or such as a window using an overlay program such as OpenKneeboard. In these cases it would be nice to be able to specify what tangent value you want for the TOP and BOTTOM of your HMD's view. This was possible with OpenXR toolkit.
[7:43 AM]Cook: and separately I think itd be nice to include a bit more info into the performance overlay, such as the specified FOV tangent, maybe CPU too. It would make comparison of screenshots for performance or fidelity etc more understandable."
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"For example in simracing a tangent of 0.4 is perfectly acceptable and mimics a helmet whilst adding ALOT of performance, I believe a tangent of 0.3 would be acceptable also."
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This image shows performance with 60% tangent, barely a stable 120fps at godlike. And the second image shows completely stable fps at 120 with no framedrops. at 40% tangent. The difference of 20% tangent allowed me to supersample with STABILITY. Also notice how theres barely anything important missing? I dont need to see my simulated roof or feet.
I could post hundreds of examples of how a 0.4 tangent is perfectly acceptable.
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I've played/play the following with Virtual Desktop and a 0.4 tangent. Assetto Corsa, Dirt Rally 2, Skyrim VR, MSFS 2020, Tetris Effect, VRChat, iRacing, Minecraft(Vivecraft mod), ETS2 and Half Life: Alyx
ALL of these games I play 0.4 tangent. I dont adjust tangent really, like ever. I say again, I MUCH prefer the bitrate clarity and headroom for supersampling. Yeah most of these games are Simracing, this is the opinion of a simracer with almost a thousand hours of vr time through virtual desktop where I pretend I'm wearing a helmet and driving a car, and the only real thing im missing out on is a view of my virtual shoes or the cars roof... I'd just like to be able to try going a biiiit further.
The only game I felt needed to raise the tangent from 0.4 for was Tetris Effect.
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[2:12 PM]Cook: heres a video from my phone to show you want 0.4 tangent looks like through the lens in a racing sim on a quest 3
[2:22 PM]Cook: Around 15s in is the best example... it just looks... like your wearing a full face helmet... its not INCREDIBLY PAINFUL
[2:22 PM]Cook: i have hundreds of hours over almost a year or more at 0.4
[2:23 PM]Cook: And i use 0.4 because its the lowest value VD will allow, I would test lower and decide a percent I wanted but 40% is my limit. I ask here again why is that limit specified?
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There was convergence and then people complained because "it didnt work like link" so we removed the convergence and they were happy (and now it's actually physically painful to use at low percentages) - Enigma
What? Painful? No its not? What is this guy on about I do not understand. I'll ask him directly to explain the pain hes commenting on.
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"What headset do you have again? On everything but the Pico 4 (due to symmetrical resolution) everything below like 70% is incredibly painful because theres no convergence" - Enigma
Quest 3, No its not, pic attached is 0.4
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@cook in discord to read multiple rants