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HTC Vive Pro

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Re: HTC Vive Pro

#11
post #3

Earlier quoted context omitted.

Super exciting for sure. I wonder what the requirements will be. I kind of assume I’d need to double down on second GTX 1070 to be able to run in 60fps.

Isn't the goal to have 90fps? 60fps would probably induce nausea.

The screens used don't support variable refresh rate and double buffer everything. If you drop below 90fps you are getting a 45fps lock with Asynchronous Warp cheating Frames to remain at 90hz. If you aim for 60 you get 45. The Async Warp effect has bad side effects outside of stationary / tripod like movement. Your view shifts correctly, but everything inside your view stutters. If you imagine being in a VR Rollercoaster, your head would move and interpolate 90hz, but the rollercoaster would only update every 45hz.

VR really sucks in the sense that if you don't get the full experience, only having 80% or 90% may induce nausea or rip you out of the experience.

PC Perspective has great articles on this, going into every detail.

Re: HTC Vive Pro

#12
post #9
post #3

Earlier quoted context omitted.

Super exciting for sure. I wonder what the requirements will be. I kind of assume I’d need to double down on second GTX 1070 to be able to run in 60fps.

Right now, most VR games don't support multi-GPU setups, so unless things change you'll probably need to get a more powerful single GPU instead. However, your 1070 is probably sufficient considering that a 970 is sufficient for the regular Vive.

This thing pushes almost as many pixels per second as a 4k monitor at 60Hz. A 1070 would work, but it you'd have to reduce some of the quality settings.
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