mckmas8808
Mckmaster uses MasterCard to buy Slave drives
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Pascal pls
So does this mean that some people will get an experience on the Vive that's closer to the PSVR?
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Pascal pls
So does this mean that some people will get an experience on the Vive that's closer to the PSVR?
Lol funny how USB ports are putting everyone off, but it's putting me off too! Haha
It is a real consideration, especially if you have a lot of peripherals. It gets even worse when you add Touch to the equation.
SteamDB have mined the Aperture demo that the performance tool uses. Some interesting things in there - https://steamdb.info/blog/mining-the-aperture-robot-repair-vr-demo/
EDIT: Wrong thread
That's interesting stuff. HL3 VR, really?
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i7 930 is at 3.8ghz
EDIT: Wrong thread
That's interesting stuff. HL3 VR, really?
It's a bit mental, fair play to HTC getting it down to 1 USB. Like you say you're looking at 5 ports with a Xbox pad too. Wow.
The 4 ports on the OP specs already takes into account a controller and Oculus Touch. It's 1 for the headset, 1 for the camera 1 for the Xbox One pad and 1 for the second camera once Oculus Touch is released.
Lol funny how USB ports are putting everyone off, but it's putting me off too! Haha
The store link doesn't work for me?
Thats kind of ridiculous @ the rifts need of 4 USB ports, including 3 3.0 ones
I don't like the idea of having a "VR room" but requiring only 1 USB is making me seriously consider this over rift.
lol Id pay $200 extra just to have some damn usb ports. Vive>Rift
Nor me, even after trying to copy the steam links.
FWIW, you can always get a pci-e USB 3.0 expansion card for your desktop for $25. Pretty easy to get +5 USB3 ports. If you're interested in a Rift, that shouldn't be the show-stopper.
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i7 930 is at 3.8ghz
Not a show stopper, but an annoyance.
More importantly, when you get a second camera to put in the opposite side of the room (to minimize occlusion) with the touch, you're going to have to run a USB all the way to the PC, whereas Lighthouse only needs an AC outlet to work.
It just seems like a much better thought out and elegant system.
Source 2 scales visual fidelity on the fly to maintain performance. Someone has made a video that demonstrates it. Looks more obvious than it would in VR apparently.
https://www.youtube.com/watch?v=lggMrnGB0yI
https://www.reddit.com/r/oculus/comments/471lnh/source_2_engine_in_steamvr_performance_tool/
This is awesome, but I was under the impression that Valve was using Unity for almost all of their VR software nowadays.
What clock do you run your 970 at?
I find it very strange you are getting such a high score when my PC with i7 4770K@4.4GHz and 970@1544MHz only get 8.2.
How do you make it fullscreen? Its only running in like 540p for me
If you want to run it full screen in non-VR mode, just change the height and width to match your resolution:
SteamApps\common\SteamVRPerformanceTest\bin\win64\ vr.exe -noassert -retail -vrperftest -autofidelity +map vr_aperture_main -novr -fullscreen -height 2160 -width 3840
Haha...was looking for someone to post a 900 series i7.
Running on 8 years...no upgrade needed...lol.
I have confidence in my i7 920 / 980 Ti setup now.
What clock do you run your 970 at?
I find it very strange you are getting such a high score when my PC with i7 4770K@4.4GHz and 970@1544MHz only get 8.2.
Well looks good so far. Was a bit worried because of my CPU, but that old 2500k is still rocking it.
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Yeah, I was going to swap it recently for a Xeon 5650 that drops right into my X58 mobo as a sidegrade, gives you 6 cores and twelve threads but haven't seen a need to even do that.
1480mhz
Maybe look into your gpu overclock, check it's not throttling down. I get worse fps if I push those type of clocks, Think 970 has some built in limits
Nothing strange about it. This guys old i5 2500k no hyperthreading is beating yours as well.
I overclocked the 780 and my CPU, I think that there is a hardline cap that non-Maxwell gpu can attain.
Looking at the other samples of gtx 780 test I can say I won the silicon lottery, lol.
Not a show stopper, but an annoyance.
More importantly, when you get a second camera to put in the opposite side of the room (to minimize occlusion) with the touch, you're going to have to run a USB all the way to the PC, whereas Lighthouse only needs an AC outlet to work.
It just seems like a much better thought out and elegant system.
Whats more, weve worked very closely with Valve to implement one of AMD LiquidVRs premier features called Affinity multi-GPU into the Aperture Science Robot Repair demo, which this tool is based on . Think of this as CrossFire technology for VR, where the application lets one GPU render for the left eye, and the other for the right eye. Though the work implementing Affinity mGPU into this application is not finished, its already showing significant performance uplift over a single GPU.**
**To enable multi-GPU support, use -multigpu as a launch option without the quotes. Please note this work is still ongoing, and is not an officially supported feature at this time.
Yeah the Oculus "solution" to room-scale VR feels more like a hack than a well-thought out system. But then I don't think any of the room-scale VR solutions are that compelling until they can figure out how to at least transmit the video wirelessly.