- VR is so much more demanding that desktop. Having 2 4k screens in VR doesn't mean that it will just take double time than rendering 1 4k screen in desktop. There are a lot of things that don't scale very well with resolution, so the GPU utilization doesn't scale as expected every time. For this reason, we reduce the VR quality by one level compared to the desktop quality; VR ultra quality is actually desktop high quality.
Ahhh, got it. So that's why I don't see the bug where the Shelf 010 looks like a light source in the highest VR quality setting.
Correction: Just tested it and Shelf 010 appears like a bright light source (but is probably technically hyper-reflective?) on Deskop high and ultra, but not is VR Ultra. So there is some difference between VR Ultra and Desktop High, which makes Sheld 010 behave this way in VR only.
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- In addition, it is not just GPU work that is doubled, there is a lot of processing on the CPU for the preparation of the GPU commands for each eye. We don't use any Single Pass Stereo technique currently to reduce the CPU overhead of the draw calls.
Just googled and read your blog post on SPS and it sounds interesting. Any plans to use to to improve VR performance?
I am usually not CPU bound in VR high/ultra. The CPU is typically bored, and a 4090 GPU sits a 99% on a high resolution Varjo Aero headset in high and ultra. (Medium is fine). There is only one CPU problem which I identified and reported, but it looks nothing happened on that front.
Extremly high CPU usage in certain spots
I just tested again, the issue still is present. Maybe you could try reproducing it again? I do have the simplified testing file still available which I sent to Demian last year.
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- The 90s TV effect that you see is actually noise from the diffuse and specular reflections in the scene. For VR we perform a lot less ray tracing calls to try to stay on a specific framerate and that shows in these areas. Of course we apply a denoising step on the ray tracing results but this can not be enough in some cases. That's why these are mostly resolved when you disable hardware accelerated ray tracing.
Shame, it looks so pretty on desktop, but not pretty and very distracting in VR.
I would actually still prefer if you have a "real" Ultra in VR instead of what we have now.
Even with a 4090 currently I *have* to use Medium Quality to get 90FPS.
But I'd like to something switch to Ultra to get the prettiest picture in VR. Currently that gives me 50FPS or so, but I don't use it because it looks worse than Medium. Ultra and High both looks worse than Medium in VR.
I want a "real desktop quality" version in VR, even if I only get 3 FPS. I do architecture, so mostly I just navigate to a spot and looks at it with my head still.
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- DLSS is also a bad candidate for VR. DLSS produces weird artifacts that can be almost invisible on desktop but become very obvious in VR. I would suggest to keep it off because it can also mess with stereopsis of people with more sensitive eye sight. There are also people who don't notice anything at all.
Shame, it seems to be a coin toss right now. Some VR apps / games work with DLSS, others don't.
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Since we will be resolving the issue of the washed out image in VR in the next version, I would like to ask you to try that version and come back to us with what problems still remain.
Happy to.