Posts by tobiasolsen

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    The Oculus Rift S is inexpensive enough that we could start there and upgrade to HTC once full Enscape compatibility becomes available.

    I have said it before and i will say it again, I dont quite understand this misconception that the Cosmos is a superior HMD to the Rift S.

    Just because it is priced higher does not mean it is a better, it just means HTC needs bigger margins!

    True, the resolution and refresh rate is higher on Cosmos but that also stresses your gpu a lot more, which mean you will have to lower the settings in Enscape. On the other hand, the Rift S has superior fit, better optics and way better controllers, all of which cost nothing in GPU overhead.

    So even if you dont take price into consideration, Rift S has the better tradeoffs imo.

    What you get is primarily an increase in performance and a minor bump in fidelity. In contrast to game engines, Enscape already does some ray tracing and the the visual improvement is not so obvious. These are things like higher texture resolution in reflections, more geometry in reflection and the likes. The performance improvements of RTX also open up options to improve the visual fidelity in future versions.

    RTX is enabled for all "real" RTX cards automatically. We disabled RTX for the cards that emulate RTX, like the GTX 1080 because it was slower than our own path tracing solution.

    Hi Sean

    Can you say elaborate on the performance boost? What are we talking percentage wise and what can we expect going forward. Would be nice to know performance increase, going from 1080ti to 2080ti for example. I know that architecture wise its 25-30%, but if RTX could give a bigger delta, that would be nice.

    tobiasolsen , could you kindly let me know which HMD you're using? It depends on the kind of device itself regarding which steps have to be taken so that it will be recognized in Enscape:…-virtual-reality-headset/

    Kindly make sure to follow the steps for your particular headset. :) Thanks in advance and let me know in case you're not successful - in that case please also send in a feedback report so that we can further troubleshoot the cause behind this.

    Hi Demian

    I am using the Rift S for this setup. I'll let you know my findings, thanks


    I am experimenting with an external GPU connected to my Dell laptop, unfortunately Enscape won't recognize my HMD when connected through the external GPU.

    Do u guys have a work-around? Other VR apps have no problem. I am using a Razer Core X (with a 2070) connected to a Dell Precision 7530 (with a Quadro P3200 + Intel 630)

    However Enscape is not soley for VR: If I am presenting to 2 or more people then it is better with a large screen. If there were paths that could be pre-defined between scenes it would make for a much smoother presentation and one that was as close to idiot proof that even salesmen could use it.

    My point is, you are not selling anything if your clients get sick! You can always show them a flatscreen video.

    Thank you all very much for the feedback. Your feedback will of course be forwarded. andfag03 , there is generally a feature request on our agenda to allow you to create a VR walkthrough with a predestined path, to which I've just added an upvote. I suppose that, since VR roller coaster games (which are basically the most extreme version of a VR walkthrough so to speak) exist, that the nausea could be kept in check or avoided by, as mentioned, smooth and slow movements.

    That has also been requested before! I'll add a further upvote to the feature request on our agenda too through your voice. :)

    Hi Demian

    The reason rollercoaster games work is that your brain has the "wagon" as a fixed referencepoint. The same goes for other cockpit games, like flight- and carsims. There are things you can do, locomotionwise, to lessen the nausea, but in my experience you have to be a pretty experienced vr user to stomach the natural locomotion mechanic. Its not for clients imho.

    You do realize that your clients will get terribly sick? Almost everybody will experience strong nausea when moving around in VR without actually moving. That is exactly why the teleport mechanic was developed in the first place.

    What I would suggest instead is to "favorite" all the views you want to show your client, they can then jump between them in VR using the shortcut on the left controller.


    I have tried it at it works pretty well, very much depends on your wifi (5ghz is preferable) and wifi congestion in your area also plays a part.

    For me, the delay/latency is still to high. There are quite a lot of rumours the oculus is coming with their own streaming solution (oculus connect is just around the corner).

    Also remember that the streaming feature in virtual desktop is sideloade only.

    also see this forum thread

    Next Gen 2019 VR Headset support

    I can definitely agree on the optics part playing a huge role - but, the HTC Vive Pro actually has a higher screen resolution compared to the Rift S. I don't have them both here to directly compare, so the Rift S may subjectively still offer a better overall image quality, even though the resolution is a bit lower. Maybe you'll also simply get the chance to try both (or any other supported VR headset you're interested in) Lucas Cunningham , to see which one you'd prefer.

    True, though very marginal/basicly the same. Also remember the higher fillfactor om rift s because of rgb stribe vs. pentile on vive Pro.. and Rift S is what, 1/3 of the cost of vive pro?

    Here is a through-the-lens comparison video

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    jgould , if the HTC Vive is giving you a too "low res" experience, and you have a powerful graphics card installed in your system, you may also want to try up scaling the resolution a bit:

    So instead of 100%, you could set it to 150% for example. Instead, if you're strictly interested in having a higher resolution experience, you could also go for the HTC Vive Pro for example, or wait for the HTC Vive Cosmos which seems to also seems to have a higher-res display compared to the "normal" Vive.

    As mentioned by Lucas Cunningham , it also depends on the use case / priorities though.

    One thing is panel resolution, another is how good are the optics.. Rift S is the same resolution as the HTC Vive pro, but with way better optics/sweetspot/price.

    In my experience the reverb is on another lvl (image wise), Rift S is best of the rest.

    tobiasolsen No, it's the "weak" GPU on my workstation, it just can't submit the images sufficiently quick. I could trace it with the help of the Oculus dev tools. Normal apps work OKish, but Enscape is just to complex (on Ultra).

    The good news is, I will leave it this state, since I was finally able to reproduce, without purposefully breaking things, a number of low frame-rate VR deficiencies. This gives me the opportunity to make things better when models start to get to complex. Yes, I know it's weird that I am happy that things are not running smoothly on my machine; Software Engineer...

    Arh ok! I never run ultra settings on VR for the same reasons, normally i lower it to medium. That said, GPU (power) does not really impact the streaming using ALVR. Comparable settings should look the same on Rift S/Quest (using ALVR), just with a little bit more latency on Quest.

    Yup its a super interesting proposition, but not ready for primetime yet, remember this is early beta.

    First of all you have to turn on developer mode on Quest, next you have to sideload the app, using Command prompt. Lastly, you need to install steamVR, Revive and ALVR app on your desktop. As I said, it runs well, tracking and visuals are pretty great, but latency is not the best yet. Controllers dosnt map perfectly yet. Hope this answers your question?