SteamVR Beta Updated (1477423729) 25. OKTOBER - AARON.LEIBY The SteamVR Beta has been updated with the following changes. General: SteamVR status window can now be minimized (with setting to minimize to tray). Fixed a bug preventing HMD system button presses from being recognized. Compositor: Initial asynchronous reprojection support.* Fixed blue fringing or flashing at the periphery reported by some users. Fix for right eye occasionally showing left image in some rare cases. Added dome projection controls for compositor background images. Vive-specific: Added night-mode (activate using button in dashboard settings). Bluetooth driver install now uses force option to fix broken installs. Updated vivelink.exe (v1.0.49.0) and vivebtdriver.exe (v12.0.1.102). Vivelink - Fixed 4 digit BT driver version query problem. Vivelink - Improved BLE connect reliability. ViveBTDriver - Auto recover BT driver when BT USB stuck. ViveBTDriver - Fix for Win8.1 WU update problem. * Notes on async reprojection: Requires Nvidia driver version 372.54 or newer. AMD not supported in this version. Can be disabled in SteamVR settings under Performance by unchecking "Allow asynchronous reprojection". Current status is listed in the lower left section of SteamVR Settings (Async Reprojection On/Off). If you have "Allow asynchronous reprojection" checked, but are still seeing Async Reprojection Off on the left, this means it is not supported on your current setup - see above for requirements. Frame timing graph has been updated to show the number of times each frame has been presented (white line in the stacked cpu graph) and the number of times each frame has been reprojected to a different vsync than originally rendered for (red line on the stacked gpu graph). "Allow interleaved reprojection" checkbox still applies in async mode. It controls whether the application is dropped to 45hz when not making framerate, or if it is allowed to get further and further behind until a frame winds up getting presented twice. This leads to less positional judder, but that judder is more random (which tends to be more annoying). If you get an error about missing files after this update, try relaunching Steam. und aaron.leiby Vor 3 Stunden The existing renderTargetMultiplier still applies the same as it always had for games. However, it was also getting applied to the compositor's internal textures used render the dashboard, etc. which made it pretty easy to cause the compositor to drop frames if you set this too high, so I split the compositor's renderTargetMultiplier out separately so it can be set independently. The global setting still remains under the "steamvr" section, while the compositor specific value can be overridden in the "compositor" section. Das bedeutet das der Render Target Multiplier nur noch auf Spiele angewendet wird, und nicht mehr auf die normale Steam Gui in VR... cool, allerdings frage ich mich warum das nicht ins changelog gekommen ist
Und kann ich jetzt vernünftig raw data spielen?[emoji28] Aber nein... Ich denke Valve war hier von Oculus unter Druck weil es eigentlich der "falsche" Weg ist. Qualitätsskalierende Grafik wie bei TheLab sehe ich im Vorteil. Leider scheint das praktisch nicht in der Masse implementiert zu werden. Durch diese ASW Technik fehlt ein wenig der Druck auf die Entwickler zur Optimierung. Davon ab, dass die meisten verleitet sind die Grafik auf Anschlag zu schrauben und nur mit 45fps zu spielen.
Na, dafür muss ich auch erstmal Feierabend haben[emoji16] so, hab jetzt mal installiert und probiert, Elite ganz mutig aufs neue High gestellt und Render target auch gleich hoch...lüppt jetzt durchgängig auf 45 fps... aber davon merk ich nicht wirklich was... scheint also hinzuhauen @edit Reddit geht auch gerade richtig ab