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MTBS3D RT @IFCSummit: Daryl Sartain is Director & Worldwide Head of #XR, Displays, and Wireless Ecosystems for @Radeon at @AMD. He is also Chair o…
MTBS3D RT @IFCSummit: Arvind Kumar is a Senior Principal Engineer for @intel @IntelSoftware. At #IFCSummit he explained the workings of the Client…
MTBS3D RT @IFCSummit: Neil Schneider’s #IFCSummit opening presentation. #CloudComputing https://t.co/CFqiNxSzPV
MTBS3D RT @IFCSummit: Our #videogames in the #clienttocloud revolution is going on now featuring @playhatchglobal @AccelByteInc @awscloud and @Sha
MTBS3D RT @IFCSummit: On stage now, the #Crypto and #Blockchain markets with Professor Bebo White @bebo and Melissa Brown, Senior Director Develop…
MTBS3D RT @IFCSummit: Finishing off our busy morning is Mark Morrison, Director of Sales for @magicleap. He was talking about Building ROI in the…
MTBS3D RT @IFCSummit: Dominique Pouliquen CEO of @CintooCloud did a live demo of their #clienttocloud technology. #IFCSummit #CloudComputing #VR h…
MTBS3D RT @IFCSummit: Next up is Stefan Holzer CTO of @fyusioninc on Democratizing #3D Content for #ecommerce. #IFCSummit #FutureComputing https:/…
MTBS3D RT @IFCSummit: Enabling an Immersive World panel moderated by Kevin Krewel of @tiriasresearch with Alex Hornstein CTO of @LKGGlass Rama Kri…
MTBS3D RT @IFCSummit: Vinay Narayan VP at @htcvive starts off the morning for us here at #IFCSummit. He is speaking on how #5G is powering the nex…
MTBS3D RT @IFCSummit: We finished the first day of #IFCSummit with a great Futurists Panel moderated by @deantak of @VentureBeat with @awscloud @D
MTBS3D RT @IFCSummit: Some highlights of our busy morning here at #IFCSummit. With @IntelSoftware @AMDPC @AMDGaming @jonpeddie #futurecomputing #C
MTBS3D RT @IFCSummit: Hours left in our #Halloween  flash sale! Take over 600.00 off the price of a ticket today only! 👻🎃🧛🏼‍♂️🧟‍♀️#IFCSummit #Clou
MTBS3D RT @thekhronosgroup: Today only! Get access to the @IFCSummit for only $349. Happy Halloween! https://t.co/eg2jOce4eQ
MTBS3D RT @IFCSummit: #Halloween flash sale! Take over 600.00 off the price of a ticket today only! 👻🎃🧛🏼‍♂️🧟‍♀️#IFCSummit #CloudComputing #CloudGa
MTBS3D RT @TheFoundryTeam: Mathieu Mazerolle, our Cloud Product Manager will be speaking at The @IFCSummit running November 5-6, 2019 at the Compu…

GameGradeVR Instructions


Before Getting Started!

Before using GameGradeVR, please follow these steps:

  1. Download and install the latest graphics card and VR drivers available for your system.  If there are updated game profiles by driver developers, it's encouraged to use them as well.
  2. Download and install the latest game patches for the title you are submitting.
  3. Download and install the latest DirectX runtime executable.
  4. Read through MTBS' Stereoscopic 3D Anomaly Guide if you need further clarification of what anomalies mean.  This will eventually get updated to reflect VR issues as well.  You can also post in MTBS' discussion forums.
  5. Start submitting games and viewing results.  You will need to be an MTBS member to make submissions (free).  Join via the front page membership tab.

Where possible, all games are tested according to the ability to achieve a combined depth and pop-out experience as demonstrated in the settings guide.  Games are not penalized for not being able to achieve this!  However, it's important to test this way because it helps us spot anomalies or problems to be fixed, and it gives fellow gamers an indicator of what type of VR flexibility they can expect with each game listed.

In all cases, 2D+Depth (AKA Z-Depth, Virtual 3D) options and auto-convergence features must be turned off!  This is necessary because the visual problems and anomalies associated with 2D+Depth are completely different from those you would find with a dual camera rendering, and would not be accurately scored with GameGradeVR.  Auto-Convergence needs to be turned off in the game because camera angle problems need to be accurately scored so they can be properly fixed, and this feature makes consistent separation and convergence settings impossible.  If you think these features make a positive improvement to the game's VR performance, please feel free to include your remarks in the comments section - but this won't impact the game's actual score.

Submissions should be as accurate as possible.  It helps no one if users submit perfect scores when the game isn't truly deserving.  Problems can only be fixed if game developers and driver developers know about them!

GameGradeVR is currently in beta, and we expect much more functionality in the near future.  GGVR is an independently developed effort, and while we recognize multiple driver solutions, this should not be construed as an endorsement by DDD, VorpX, or native game and technology makers.  In truth, the only real opinion that matters is yours!


What To Test For

There are two things we want to learn when it comes to testing a game in VR.  The first is all about quality, and we want games that can offer an error-free VR gaming experience without being forced to turn down graphics settings.

It's often the case that PC games in VR are plagued with visual anomalies, and the only way to get rid of them is to turn down graphics or "eye candy" settings like HDR lighting, shadows, reflections, and shader levels.  While all games begin with a perfect score of 100%, they get deductions every time a special effect has to be turned or forced off by the user or driver developer.  They get further deductions if there are remaining visual problems even after the gamer's best efforts.

The second part of the score has to do with visual flexibility.  Many gamers are content with a depth-only or "100% far in front of you" VR experience, while others would like an up close and personal experience where things can be super close to your face.  While this isn't a qualitative score, results need to indicate a game's visual flexibility and under what circumstances.

Whether or not gamers like a combined depth and pop-out experience in their titles, it's an important part of the test process to ensure that game anomalies are in check, and the game's flexibility is accurately indicated.