Possible to Use CM "Unleashed" Mode with 3D Migoto for SBS 3D Option?
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[quote="D-Man11"]For some of your stuttering issues, try the optimized W10 guide by helifax, perhaps it will help.
https://forums.geforce.com/default/topic/989334/3d-vision/how-to-make-your-windows-10-box-quot-optimised-quot-for-gaming/[/quote]
Appreciate it, D-Man11! I'll read the guide ASAP, thanks.
If your game is stuttering outside of VR, yeah, check the guide D-Man posted. If there's any stuttering there, it'll definitely show up in the capture.
The stuttering I'm talking about comes up because the game is synchronized to your monitor's refresh rate, which virtual desktop uses to capture an image of what's being displayed. Virtual desktop then displays that image to the headset at the refresh rate of the headset's display... the difference between those two refresh rates is going to lead to doubled/skipped frames every now and then which you ultimately see as a stutter.
I think CRU is actually setting the pixel clock a little high on the refresh rates it's setting, which will end up giving a slightly higher vertical refresh than expected. I'm still looking into this, but it would explain why going slightly under the target gives the result I expect.
[quote="vrhaints"]So you pick one of the Odyssey's rates--and then lock it at that rate--or a little under--on the Odyssey? Which stops it from stuttering? Is that right?[/quote]I'm leaving the Odyssey alone (for now), and finding a refresh rate on the monitor so the two displays are synchronized to each other. As I mentioned above, with CRU this sync happens if I set vertical refresh slightly below the target I'm trying to hit.
[quote="vrhaints"][quote="Torzii"]If I'm going to use reprojection, I force it to always on, then try the refresh at 44.997, 44.993, etc. It takes a little trial and error, but it doesn't take that long.[/quote]That's because reprojection locks in at 45, and you're trying to go a little under that--right?[/quote]Yep! Well paced frames are critical for getting reprojection running smoothly... which is why I use vsync "On" in nvidia control panel if I'm going to turn it on.
You can try other methods to limit frames (Vsync in game, RTSS, etc), I've just had the best luck with vsync from the driver.
[quote="vrhaints"]Yikes My monitor is the exact same. So the monitor doesn't recover, but stays at the failed res, giving you a black screen on reboot? And then Multires kicks in and resets it to the native res?[/quote]That's the idea... I've had it fail on me a couple of times though, and I'm looking for a more reliable solution. You can always hit the reset button while windows is loading, and then hit it again the second time it is loading. The third load should show the boot menu that allows you to get into safe mode. I really don't like doing that though. Set the resolution in safe mode, then reboot.
You can also switch the port your monitor is on, and that will bypass any changes CRU makes.
I did a quick write-up on getting Multires set up a while back:
[url=http://steamcommunity.com/app/382110/discussions/0/1741105805753543039/#c1739980540116905194]http://steamcommunity.com/app/382110/discussions...[/url]
There's also some discussion on performance/GPU use there.
I would really recommend getting Autohotkey, and setting it up to change the resolution if you get stuck. It also really helps to have hotkeys set to kill the game's exe, and to kill the VR processes if you get stuck. A lot of times, an error popup will totally halt VR as well, so it's easiest to just kill the process.
If your game is stuttering outside of VR, yeah, check the guide D-Man posted. If there's any stuttering there, it'll definitely show up in the capture.
The stuttering I'm talking about comes up because the game is synchronized to your monitor's refresh rate, which virtual desktop uses to capture an image of what's being displayed. Virtual desktop then displays that image to the headset at the refresh rate of the headset's display... the difference between those two refresh rates is going to lead to doubled/skipped frames every now and then which you ultimately see as a stutter.
I think CRU is actually setting the pixel clock a little high on the refresh rates it's setting, which will end up giving a slightly higher vertical refresh than expected. I'm still looking into this, but it would explain why going slightly under the target gives the result I expect.
vrhaints said:So you pick one of the Odyssey's rates--and then lock it at that rate--or a little under--on the Odyssey? Which stops it from stuttering? Is that right?
I'm leaving the Odyssey alone (for now), and finding a refresh rate on the monitor so the two displays are synchronized to each other. As I mentioned above, with CRU this sync happens if I set vertical refresh slightly below the target I'm trying to hit.
vrhaints said:
Torzii said:If I'm going to use reprojection, I force it to always on, then try the refresh at 44.997, 44.993, etc. It takes a little trial and error, but it doesn't take that long.
That's because reprojection locks in at 45, and you're trying to go a little under that--right?
Yep! Well paced frames are critical for getting reprojection running smoothly... which is why I use vsync "On" in nvidia control panel if I'm going to turn it on.
You can try other methods to limit frames (Vsync in game, RTSS, etc), I've just had the best luck with vsync from the driver.
vrhaints said:Yikes My monitor is the exact same. So the monitor doesn't recover, but stays at the failed res, giving you a black screen on reboot? And then Multires kicks in and resets it to the native res?
That's the idea... I've had it fail on me a couple of times though, and I'm looking for a more reliable solution. You can always hit the reset button while windows is loading, and then hit it again the second time it is loading. The third load should show the boot menu that allows you to get into safe mode. I really don't like doing that though. Set the resolution in safe mode, then reboot.
You can also switch the port your monitor is on, and that will bypass any changes CRU makes.
There's also some discussion on performance/GPU use there.
I would really recommend getting Autohotkey, and setting it up to change the resolution if you get stuck. It also really helps to have hotkeys set to kill the game's exe, and to kill the VR processes if you get stuck. A lot of times, an error popup will totally halt VR as well, so it's easiest to just kill the process.
[quote="Torzii"]
I would really recommend getting Autohotkey, and setting it up to change the resolution if you get stuck. It also really helps to have hotkeys set to kill the game's exe, and to kill the VR processes if you get stuck. A lot of times, an error popup will totally halt VR as well, so it's easiest to just kill the process.[/quote]
Thanks Torzii! A lot of good information again, which I shall again take some time to try digest. I appreciate it!
I would really recommend getting Autohotkey, and setting it up to change the resolution if you get stuck. It also really helps to have hotkeys set to kill the game's exe, and to kill the VR processes if you get stuck. A lot of times, an error popup will totally halt VR as well, so it's easiest to just kill the process.
Thanks Torzii! A lot of good information again, which I shall again take some time to try digest. I appreciate it!
Appreciate it, D-Man11! I'll read the guide ASAP, thanks.
The stuttering I'm talking about comes up because the game is synchronized to your monitor's refresh rate, which virtual desktop uses to capture an image of what's being displayed. Virtual desktop then displays that image to the headset at the refresh rate of the headset's display... the difference between those two refresh rates is going to lead to doubled/skipped frames every now and then which you ultimately see as a stutter.
I think CRU is actually setting the pixel clock a little high on the refresh rates it's setting, which will end up giving a slightly higher vertical refresh than expected. I'm still looking into this, but it would explain why going slightly under the target gives the result I expect.
I'm leaving the Odyssey alone (for now), and finding a refresh rate on the monitor so the two displays are synchronized to each other. As I mentioned above, with CRU this sync happens if I set vertical refresh slightly below the target I'm trying to hit.
Yep! Well paced frames are critical for getting reprojection running smoothly... which is why I use vsync "On" in nvidia control panel if I'm going to turn it on.
You can try other methods to limit frames (Vsync in game, RTSS, etc), I've just had the best luck with vsync from the driver.
That's the idea... I've had it fail on me a couple of times though, and I'm looking for a more reliable solution. You can always hit the reset button while windows is loading, and then hit it again the second time it is loading. The third load should show the boot menu that allows you to get into safe mode. I really don't like doing that though. Set the resolution in safe mode, then reboot.
You can also switch the port your monitor is on, and that will bypass any changes CRU makes.
I did a quick write-up on getting Multires set up a while back:
http://steamcommunity.com/app/382110/discussions...
There's also some discussion on performance/GPU use there.
I would really recommend getting Autohotkey, and setting it up to change the resolution if you get stuck. It also really helps to have hotkeys set to kill the game's exe, and to kill the VR processes if you get stuck. A lot of times, an error popup will totally halt VR as well, so it's easiest to just kill the process.
Thanks Torzii! A lot of good information again, which I shall again take some time to try digest. I appreciate it!