HTC Vive

See, this is the problem, he'll get a couple of dropped frames and complain about it. Obviously some games are worse than others but with Job Sim for example it'll run at what looks like 88ish, maybe 85 FPS with reprojection off (looking at how often there are frame drops on the SteamVR thing), reprojection on seems to feels worse when there are frame drops, at least on the games that he has tried.

I'm worried that even buying a new CPU will result in disappointment because it's never going to run completely perfectly with zero dropped frames as far as I can tell, which is what he's expecting.

Is there a way to tell fps of games other than just trying to count how many dropped frames there are per second on the SteamVR options thing? We've tried running stuff with Afterburner open and we're not sure what fps that is actually showing, it will regularly show higher than 90fps for example. I think if we have the normal game window open it will show 90 max, if we have mirror open it will show 135 max or something (maybe adding 45 mirror to 90 windows app together or something?). It's hard to remember exactly but it's something like that.

With how close the games seem to run to 90fps (on the games that do run close to 90) I'm not even entirely sure it's purely an fps issue, rather a tracking issue or he's just expecting it to feel like real life and that just isn't how it feels, that it will always feel a bit slower/jerkier than life?

Edit: He doesn't get motion sickness or anything, even when I tried Brookhaven and it was running at like 45fps with insane input delay I didn't get motion sick, it just felt horrible in the same way that playing the beta for FF14 or whatever it was was horrible with it's 0.5 second input delay.
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This really is a tough one. Might sound like he'll notice even the smallest blip whereas I don't.
I do run FRAPS that displays in my keyboard LCD screen so I can see what the graph is doing (but having to take the headset off to check ) but I don't even bother with that as everything is good enough for me.
I did overclock the 290 a wee bit but nothing drastic.
 
My Vive is on its way got shipping notification email from OC. (ordered 4th May)

Not on tracking yet but should be here tomorrow or Friday.

Got email with the Steam code for the software pack as well.


Hope my brothers is on way as well (ordered same day) otherwise he wont be happy.:D

edit: just put code in steam and the bundle items ie Tilt Brush, Fantastic Contraption and Job Simulator are there listed under the Library/SteamVR section, just need installing.

WooHoo

I've had the same e-mail and I ordered 2nd June so I guess Reddit was wrong saying that they would only have 5-10 units to send out in the first batch. Lol.


Edit : Just noticed on the e-mail it says that tracking will only be available after 8pm on the day it is shipped.
 
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ok
LightHouse units ..

Mount them 9" down the wall so the room light is not in the way .. is almost not there or link cable and up on the ceiling

The light is just bars with lights on the end so nothing solid except the bar and glass on the ends


Link cables a better option ??
 
When I started blowing up those balloons on the intro I had a bigger smile on my face than I have had for a while, my room is the bear minimum and I've been banging into the wall quite a lot in the hour Ive played so far and seeing the grid is a real immersion breaker, playing it in a big space really would he a much better experience. The screen door effect is a lot more noticeable than I had imagined.
 
Just doing the set up, do you have to be tracked by both lighthouses at the same time?

the best place for my lighthouses, has them both facing but one is slightly in an alcove that probably will block the view of maybe 5% of my play area, if i'm in that 5% can the one lighthouse with a good view handle all the tracking?
 
When I started blowing up those balloons on the intro I had a bigger smile on my face than I have had for a while, my room is the bear minimum and I've been banging into the wall quite a lot in the hour Ive played so far and seeing the grid is a real immersion breaker, playing it in a big space really would he a much better experience. The screen door effect is a lot more noticeable than I had imagined.

You can tone down the Chaperone boundaries in the Steam settings (while in VR), I've got them on Developer mode which is just floor boundaries.
 
Just doing the set up, do you have to be tracked by both lighthouses at the same time?

the best place for my lighthouses, has them both facing but one is slightly in an alcove that probably will block the view of maybe 5% of my play area, if i'm in that 5% can the one lighthouse with a good view handle all the tracking?

You'll get better tracking - less jitter - if in view of both but the tracking from just one will be fine. There are always going to be times - even just standing in the centre and 'in view' of both - where you're going to have your back to one or other base station and occlude the sensors.

It's more important that the two base stations have line of sight to each other, so they can stay in synch but if that is not possible you just use the synch cable.
 
Well f'd the mounting up quite dramatically, did the holes, stuck the plugs in and turns out the plugs all have solid sections that I can't screw through pushing them back into the wall and no other screws I can use!
 
Holoball is so much fun! Just had a 30 minute session that had me pouring with sweat, i can see this thing being pretty good for my health. The headset never seems to be on properly, it moves about a bit too much for my liking like there isn't enough strapping around the back of my head
 
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