I personally think foveated rendering will provide a much more feasible uplift in performance than frame generation. I think frame generation as it is currently isn’t in a stage where it is feasible for VR due to input latency, ghosting, and things of that sort. But having eye tracking and lowering the resolution in the peripheral vision will provide a very substantial uplift in performance for vr
Not to mention for using a quest on pc a form of frame gen already exists with virtual desktop called SSW or synchronous space warp using the chip on the quest headset to “extrapolate” or generate extra frames so it takes some of the load off of your gpu
@@canadianlukki As someone with 5k hours in vrchat using virtualdesktop with ASW 60fps 120hz I highly disagree and it vastly improves the experience while saving performance on my card. Works great at 45fps 90hz too, though like other forms of frame interpolation, your benefits won't be there going below 36fps.
Asw mix frames together to make the transition from one frame to another smoother. Frame generation generates one frame between the two initial frames so it's a more "real" performance uplift and should be smoother. Frame gen is not implemented yet because of the major delay it would make. We still have a long way to go.
@@Neromishi If you were trying to flex 5k hours in vrchat. Throw your headset into the fucking trash and go outside. ASW and SSW looks like dog shit. Even at 60/120. Your opinion immediately became invalid the moment you opened your statement with the amount of hours you played.
100% agree, I wanted to use some kind of frame upscaller for Star Wars Squadron in VR because the games runs like shit and need to be at a lower resolution to be playable, the antialiasing makes it quite blurry, but the game use "easy anti cheat", no luck.
Sadly, It can't do frame generation like I've shown in my video. VR performance toolkit can use AMD FSR or foveated rendering(which renders the center at full resolution and the corners at lower resolution). Doesn't really 2X the framerate(but it's still an awesome tool). You still have to inject files so it doesn't really fix the issue I had with most VR performance solutions.
I agree. Though, thought optimizations of the software, I strongly believe that it can be possible. I don't say that it is 100% doable, I am not an expert in this domain, but it would be worth giving it a shot. FSR was possible in VR when injecting files, so at least upscaling would be awesome. Thanks for commenting and giving your opinion. I always read and I am interested to see what people think.
I personally think foveated rendering will provide a much more feasible uplift in performance than frame generation. I think frame generation as it is currently isn’t in a stage where it is feasible for VR due to input latency, ghosting, and things of that sort. But having eye tracking and lowering the resolution in the peripheral vision will provide a very substantial uplift in performance for vr
Not to mention for using a quest on pc a form of frame gen already exists with virtual desktop called SSW or synchronous space warp using the chip on the quest headset to “extrapolate” or generate extra frames so it takes some of the load off of your gpu
It exists and its called asynchronous spacewarp.
Yes but it doesn't really make the performance better. The delay is still really noticeable and it is not that smooth in my opinion.
@@canadianlukki As someone with 5k hours in vrchat using virtualdesktop with ASW 60fps 120hz I highly disagree and it vastly improves the experience while saving performance on my card. Works great at 45fps 90hz too, though like other forms of frame interpolation, your benefits won't be there going below 36fps.
Asw mix frames together to make the transition from one frame to another smoother. Frame generation generates one frame between the two initial frames so it's a more "real" performance uplift and should be smoother. Frame gen is not implemented yet because of the major delay it would make. We still have a long way to go.
@@Neromishi If you were trying to flex 5k hours in vrchat. Throw your headset into the fucking trash and go outside. ASW and SSW looks like dog shit. Even at 60/120. Your opinion immediately became invalid the moment you opened your statement with the amount of hours you played.
100% agree, I wanted to use some kind of frame upscaller for Star Wars Squadron in VR because the games runs like shit and need to be at a lower resolution to be playable, the antialiasing makes it quite blurry, but the game use "easy anti cheat", no luck.
I got a VR headset a few years back and was very underwhelmed. I will wait until 2050 to try VR again.
you'll be missing out
@@k0lpA I agree with him. Half life Alyx was fiddly and overall i got headaches from the thing.
Would the vr peformance toolkit do the same thing (2x the fps)
Sadly, It can't do frame generation like I've shown in my video. VR performance toolkit can use AMD FSR or foveated rendering(which renders the center at full resolution and the corners at lower resolution). Doesn't really 2X the framerate(but it's still an awesome tool). You still have to inject files so it doesn't really fix the issue I had with most VR performance solutions.
you can use amd afmf (if u have a amd card)
I have used lossless scaling on my PC for many years, but in VR, input lag can cause brain confusion.
I agree. Though, thought optimizations of the software, I strongly believe that it can be possible. I don't say that it is 100% doable, I am not an expert in this domain, but it would be worth giving it a shot. FSR was possible in VR when injecting files, so at least upscaling would be awesome. Thanks for commenting and giving your opinion. I always read and I am interested to see what people think.