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MTBS3D RT @GetImmersed: We’re moving to Silicon Valley! @IfcSummit November 5 & 6, 2019 at the Computer History Museum in Mountain View, CA. Call…
MTBS3D Julien Le Corre, Lead Developer at @InnerspaceVR , talked about their latest #VR escape room title The Corsair's Cu… https://t.co/uuOT6SG0NA
MTBS3D As fun as Arizona Sunshine is in traditional #VR, @Vertigo_Games took it up a notch by transforming it into a locat… https://t.co/YkGpv2wLMM
MTBS3D .@OfficialGDC would not be complete without visiting SVVR's annual #VR Mixer! In today's interview, we catch up wi… https://t.co/hibivrbYdq
MTBS3D Spencer Jackson, Software Engineer at @NordicTrack, talks about their latest iFit #VR Bike paired with an #HTCVivehttps://t.co/5b2uD9Hoa9
MTBS3D William Provancher is the CEO of @TacticalHaptics. He demonstrated their latest haptics controllers for us in this… https://t.co/Ir1Cog8bRI
MTBS3D Gaspar Ferreiro is the CEO of Project Ghost Studios. In this interview, he talks about their new Project Ghost dem… https://t.co/T2xz1VdtGI
MTBS3D .@EpicGames had loads of news to share at @OfficialGDC. Marc Petit is the General Manager of #Epic's @UnrealEnginehttps://t.co/CnqpGAB2f4
MTBS3D Chris Hook, Graphics & Visual Technologies Marketing Chief for @intel spoke to us during @OfficialGDC. We talked ab… https://t.co/ji6AKJpfwM
MTBS3D We interviewed @networknextinc at #GDC2019. They are in the business of ensuring the best connectivity and lowest l… https://t.co/87b06uMAm7
MTBS3D .@reality_clash is a developing #AugmentedReality combat game. We got to interview Tony Pearce, the CCO and Co-Fou… https://t.co/24P5kLz0Ef
MTBS3D Robots explode at #GDC2019 with @FuturLab. They have a new title for #PSVR called Mini Mech Mayhem. #GDC19https://t.co/JiIuJgGZ64
MTBS3D .@zerolatencyVR has a number of #VR out-of-home entertainment centers around the world, and we got to catch up with… https://t.co/NZJBVyRUWz
MTBS3D RT @GetImmersed: Dr. Ofer Shai is the Director of Omnia AI at @DeloitteCanada. He talked about the misconceptions about #ArtificialIntellig
MTBS3D RT @GetImmersed: The use of #futurecomputing in #healthcare was one of the prominent tracks at #Immersed2018, and we got to see some really…
MTBS3D RT @GetImmersed: Ricardo Wagner, Director of Product Marketing for #Office365 at @microsoftcanada, talked about their efforts to make moder…

What Does SteamVR Consider Resolution?

SteamVR
Interesting announcement from Valve, though we are left with more questions than answers.

There are two ways to enhance the perceived image quality of your VR experience.  The first is to get your computer to deliver the native resolution of your HMD.  Depending on your platform, it currently starts at about 2160 X 1200 pixels and goes up from there.  While an increase in hardware pixels combined with an equal amount of rendered pixels is the ideal option, it's limited to the number of physical pixels on the display and your computers ability to drive them.

The second method is to use a supersampling technique whereby your computer sends extra pixels and smooths things out even though your hardware has a physical limit on what it can display.  It's expensive from a processing point of view, but it delivers a significant improvement if your graphics hardware can handle it.

Through their SteamVR platform, Valve is going to offer an automatic mechanism that will dynamically adjust the resolution of the content according to what your GPU is capable of.  The hope is that users will automatically get the best experience without needing an intimate knowledge of their hardware.

The catch is that Valve was very vague with their announcement.  They say that the resolution will not be lower than that of an Oculus Rift or an HTC Vive, but it doesn't speak to what would happen with higher resolution options like the Windows Mixed Reality headsets or the future generations of the Vive and others.  With lower-end graphics cards, will they just upscale an image like a 720P film being shown on a 1080P television, or is it 100% supersampling where the native resolution isn't changed, and they are only referring to a processing enhancement?

We reached out to Valve directly, and have yet to hear back.  We THINK this is limited to supersampling adjustments versus the native resolution of the HMD, but time will tell.  It's currently available as an option feature in the SteamVR beta.  Check it out and see what you think!

AHAH!  Speak of the devil.  Valve updated their page with more details:
  • This feature takes the setting previously known as supersampling, and automatically adjusts it on startup based on the performance of your GPU with your headset.
  • This setting does not dynamically adjust per application or during application use.
  • If your GPU can't make native resolution on Vive Pro or Windows MR headset, it will scale down and bottom out at the equivalent megapixels per second as a first generation Vive or Rift.
  • If your GPU can't make native resolution on a first generation Vive or Rift, it will not automatically be set below native resolution (and it will perform the same as it did before this update).