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Fixed multiple desktop dashboard tabs appearing in the wrong order.Fix standalone apps (not running from any store/launcher) not showing up in per-application video and controller settings.Fix per-app video resolution preview showing the wrong numbers when global render resolution was set to “auto” but the user had previously chosen a custom value. (This does not affect actual game resolution, only the display in the settings).Fixed “Manage Vive Trackers” modal not automatically detecting disconnects.Added Bluetooth & Basestation power management to Status Window -> Basestation -> right-click context menusFixed an audio-related crash
1.1.41https://www.reddit.com/r/WindowsMR/comments/ejp2la/windows_mixed_reality_for_steamvr_beta_updated/
Game Ready Driver 441.87 Introduces VR Performance Featureshttps://www.nvidia.com/en-us/geforce/news/nvidia-geforce-ces-2020-game-ready-driver/The new feature of interest is called Variable Rate Supersampling: To Improve Image Quality In VR.Variable Rate Supersampling (VRSS) is a new technique to improve image quality in VR games. It uses NVIDIA Variable Rate Shading (VRS), a key feature in NVIDIA’s Turing architecture, to dynamically apply up to 8x supersampling to the center of the VR headset display, where the eye is generally focused. It intelligently applies supersampling only when GPU headroom is available in order to maintain the VR headset fixed FPS and ensure a smooth VR experience.Compared to alternative techniques that supersample the entire screen with large hits to frame rate, VRSS’s adaptive use of Variable Rate Shading boosts image quality while staying about the typical 90Hz fixed refresh rate of the VR headset. In the VR game Boneworks, VRSS keeps FPS above 90, whereas a fullscreen 4x supersample drops frame rates to unplayable levels.To enable VRSS, open the NVIDIA Control Panel and select Manage 3D Settings, then scroll to Virtual Reality – Variable Rate Supersampling, and change the setting to “Adaptive”.For advanced users, the Control Panel also offers an ‘Always On’ setting that applies up to 8x supersampling regardless of performance. Note, this may bring your frame rate below the VR headset’s refresh rate and impact your experience.VRSS is supported by the driver--no game integration required--and can be applied to DX11 VR games or application that have forward renderers and support MSAA, and have been tested by NVIDIA. At the time of writing, over 20 games meet this criteria, including:BattlewakeBoneworksEternity WarriorsTM VRHot Dogs, Horseshoes and Hand GrenadesIn DeathJob SimulatorKilling Floor: IncursionL.A. Noire: The VR Case FilesLone EchoMercenary 2: Silicon RisingPavlov VRRaw DataRec RoomRick and Morty: Virtual Rick-alityRobo RecallSairentoVRSerious Sam VR: The Last Hopeword not allowed: VR Target ShootingSpace Pirate TrainerSpecial Force VR: Infinity WarSpiderman: Far from HomeSpiderman: Homecoming – Virtual Reality ExperienceTalos Principle VRThe Soulkeeper VR
W DCS nigdy nie zadziała ze względu na inny typ renderera (deferred zamiast forward). ED samo mogłoby coś takiego zrobić, bo ludzie piszący shader moda pokazali, że można. Ale jak zwykle mają inne priorytety.
Nic się nie zmieniło. Co ciekawe jest źle w Ił2 i DCS, natomiast przetestowałem w innych grach i w większości jest dobrze.
U mnie to widać w wersji pliku ..Steam\steamapps\common\MixedRealityVRDriver\bin\win64\Lauch.exe - właściwości, szczegóły, wersja produktu.
Ludzie piszą, że ten VRSS jednak działa. Jeszcze nie instalowałem tych nowych sterów, ktoś już to testował? Musi być karta jednak z serii 20xx.Trochę na temat tej technologii i nowych sterach: https://pclab.pl/news82999.html , https://www.purepc.pl/technologia/nvidia_vrss_rozdzielczosc_do_8x_wieksza_w_vr_mamy_liste_gier .Ps. tu jak sobie to włączyć w grach, które oficjalnie tego nie wspierają:https://www.reddit.com/r/SteamVR/comments/eljxip/vrs_variable_rate_shading_how_to_enable_it_on/