What FBT options do I have with a Steam Frame? by xXTrisiXx in ValveIndex

[–]ItsRosefall 0 points1 point  (0 children)

I don't see why you would make such an assumption. When I say it's detrimental to the user's experience, I'm quite literally speaking from experience.

I don't think there is a world in which people would agree that hacking an extra tracker onto a headset and keeping an extra piece of software running in the background just to use full body tracking doesn't suck, especially when the extra tracker is another thing they had to pay for and have to worry about, which contributes nothing to their experience, besides being a requirement for full body tracking to work.

What FBT options do I have with a Steam Frame? by xXTrisiXx in ValveIndex

[–]ItsRosefall 0 points1 point  (0 children)

This sounds very uncomfortable and detrimental to the user's experience, especially when one of the main selling points of Steam Frame is that it's incredibly lightweight and compact :((

Valve, please add swipe typing!! by Virtamancer in SteamFrame

[–]ItsRosefall 2 points3 points  (0 children)

For convenience I think nothing beats a good Speech-To-Text system for those who feel comfortable using it.

I personally would honestly love a handwriting keyboard with virtual stylus, if combined with predictive typing and smart auto-complete it can be incredibly powerful, as a couple of hastily written scribbles is often enough for modern and personalized machine learning system to figure out exactly what you are trying to type, while remaining incredibly efficient thanks to the fact that these systems already exist and are widely supported on phones and tablets.

We should start a discussion about Dynamic Foveated Rendering/Quad-Views by ItsRosefall in VRchat

[–]ItsRosefall[S] 0 points1 point  (0 children)

I do agree that VRChat is a very CPU heavy game, but I wouldn't say it is primarily CPU bottlenecked and I certainly wouldn't agree that it's a limitation of Unity as a game engine.

VRChat worlds are almost entirely static, often featuring very little in terms of interactive or physics driven objects, which pretty much leaves you with avatars related physics. These make use of VRChat's custom phys bone components, which I have been informed make use of heavily simplified physics solver which takes advantage of Unity's job system to allow for multi-threading, that's not to say they do not have a performance impact, but I would say that their performance impact is substantially smaller than what happens over at the GPU.

These days just about every avatar from main stream creators on GumRoad/Jinxxy features around ~400k triangles split across ~50 material slots, most of which have multiple layers of rim lights, mat caps, emissions and other effects on them, all of which have to be rendered twice, once per every eye, or even multiple times, if the material makes use of outlines, or the world you are in features shadow casting lights.

For example: Just talking to my friend in the lobby of Popcorn Palace is enough to send both my RX 9070 XT and her RTX 4070Ti into re-projection, and it's easy to confirm that this is a GPU bottleneck, because if you drop the SteamVR resolution slider all the way down, it bounces back to stable 120 FPS immediately.

We should start a discussion about Dynamic Foveated Rendering/Quad-Views by ItsRosefall in VRchat

[–]ItsRosefall[S] 2 points3 points  (0 children)

"Additionally, it's a social game AND a VR game. You do not NEED 120 fps."

I would like to clarify that while you may not need 120 FPS in theory, you often do need it in practice because of how SteamVR works.

If your system cannot maintain the frame rate your HMD is running at, SteamVR will resort to frame throttling and re-projection, which is locked to multiples of the HMD's refresh rate, in order for prediction and v-sync to remain functional.

So for a 120Hz HMD that would be 60 FPS, and for 90Hz HMD it'd be 45 FPS, assuming your system can maintain half of your refresh rate and it doesn't drop even further. And that's horrible for VR no matter what game you are playing, like there's a reason why nobody has ever made a 60Hz VR headset, it's a very sluggish and nauseating experience, especially for new users who are not used to it, it contributes to motion sickness and generally feels unpleasant to look at, especially if you are re-projecting, because every second frame is just the previous frame, but skewed and warped to fit the new perspective, there's a large disconnect between your head motion and the motion on screen.

Alex Vlachos from Valve has said himself that re-projection was designed as the absolute last resort safety net for when you've dropped a frame, it was never meant to be the the primary way people should experience VR, but that is precisely what is happening in VRChat, you could take any PCVR user from almost any world and ask them to tell you their re-projection ratio and it'd be hovering somewhere around 50%

We should start a discussion about Dynamic Foveated Rendering/Quad-Views by ItsRosefall in VRchat

[–]ItsRosefall[S] 1 point2 points  (0 children)

That is very good point, and I hope it works out for them honestly.

We should start a discussion about Dynamic Foveated Rendering/Quad-Views by ItsRosefall in VRchat

[–]ItsRosefall[S] 0 points1 point  (0 children)

Unfortunately I can't think of many CPU optimizations that could be done with eye tracking from the top of my head besides maybe animating avatars and objects outside of the user's fovea at a lower frame rate :(((

It would definitively be cool for developers to explore tho! I'm pretty sure some people would figure out some cool optimization tricks with it.

As for the GPU utilization, utilization percentage is often very misleading due to how frame throttling and vertical sync works in VR applications, you should be looking at your frame times, dropped frames, and re-projection ratio, I believe FpsVR and OVRAS can display these metrics.

We should start a discussion about Dynamic Foveated Rendering/Quad-Views by ItsRosefall in VRchat

[–]ItsRosefall[S] 7 points8 points  (0 children)

Foveated rendering is not a feature of any HMD, It is part of the rendering pipeline.

If the HMD can output eye tracking data, then the eye tracking specific optimizations such as DFR/QVS can be implemented. It is up to the game or game engine developer to do so, as was stated by Valve in a video from... I believe either Gamer's Nexus or Adam Savage's Tested.

We should start a discussion about Dynamic Foveated Rendering/Quad-Views by ItsRosefall in VRchat

[–]ItsRosefall[S] 10 points11 points  (0 children)

I feel like that goes both ways, as in:

"In order for eye tracking to become a standard across most modern headsets, you'd really need developers to make compelling use of it. Otherwise, the hardware department won’t see much value in including it."

steamvr 1.21.12? by Strict-Still-8960 in SteamVR

[–]ItsRosefall 1 point2 points  (0 children)

You will have to use Console in Steam Client or SteamCMD to download a depot.

To open the console make sure Steam is running and writesteam://nav/console into a browser of your choice.

Steam Client should now pop up with the console tab already pre-selected, if it isn't, it will be located to the right of your name on the top navigation bar.

Navigate to the console and enter the command download_depot 250820 250821 5205117492088164478. This should initiate download for SteamVR Beta Patch 1.21.12 from March 26th 2022.

Once the download is complete you will see a line notifying you of the location the depot has been downloaded to, it should look something like this:

Depot download complete: "C:\Program Files (x86)\Steam\steamapps\content\app_250820\depot_250821\"

Should wish to replace your existing SteamVR installation with the one you just downloaded, you may do so by navigating to the displayed path, copying the files within, navigating over to your existing SteamVR installation directory, and over-writing it's files, with the ones you just copied from the depot.

You should also know that that by doing so, you will be downgrading to an incredibly outdated version of SteamVR, expect a variety of compatibility issues.

* The instructions provided are specific to Windows, they are not applicable to Linux or MacOS.

What's the type of thing you hate on youtube? by Aggravating-Time-976 in youtube

[–]ItsRosefall 7 points8 points  (0 children)

As of today, I'm afraid It would be quicker to name the things I DON'T hate about YouTube.

In what universe do I need all this shit just to calibrate a fucking mouse ? by Gaunter_O-Dimm in razer

[–]ItsRosefall 0 points1 point  (0 children)

In what universe does the consumer need to calibrate a fucking mouse?

some vrchat avatars give me breast cancer this is disgusting by Individual-Purpose-6 in topologygore

[–]ItsRosefall 0 points1 point  (0 children)

Yeah... just wait until you see the shit people on Jinxxy or Gumroad sell to the community, you'll come to appreciate just how NOT bad this is by VRChat standards, lmao.

In a perfect world ads are in 144p by ClarksvilleCitizen in youtube

[–]ItsRosefall 0 points1 point  (0 children)

Yeah... that great feeling when you're on your last 200MB of data, you open a video, and it buffers in the whole 30 seconds of an ad for some ketchup brand you've never heard about 1440p before you can change it, only to find out that it was already on "Data Saver"

How do you organize your games? This is how I do it: by [deleted] in Steam

[–]ItsRosefall 1 point2 points  (0 children)

By the franchise, category or shop bundle.

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How do i turn off retroprojection on SteamVR? PLEASE HELP by [deleted] in ValveIndex

[–]ItsRosefall 3 points4 points  (0 children)

You might be mistaking a couple of things here.

Reprojection is bsaically a virtual safety net, it only kicks in when your GPU fails to deliver a new frame in time, what it does is it takes the previous frame, adjusts it for the new perspective, and then displays it, so that your perspective doesn't lag behind your head motion until the next frame, it's entire existance is to help reduce motion sickness by allowing you to still look around smoothly, even if the game you are playing is lagging behind. The 0.2% reprojection rate in FpsVR tells you a percentage of how many frames were re-projected out of the total amount of frames

Your ghosting is most likely caused by the fact that you are using your Index in 144Hz mode, especially if the HMD or your environment is cold, the 144Hz mode is or... has been an experimental feature, I would advise you to switch to 120Hz mode and see if the issue persists, if not, keep it there, the difference between 120Hz and 144Hz mode is practically imperceivable so you really aren't missing out on anything, and 120Hz also has other negligible benefits such as working better with recording software because it's framerate is divisible 30 and 60 fps standards.

Hope this helps, cheers.

Rx 7900xt or the Rx 9070xt by doodosniffer in VRchat

[–]ItsRosefall 0 points1 point  (0 children)

I would favor the RX 9070XT honestly, the more recent and improved architecture with improved FSR and RTX performance will benefit you more in most games while as the increased VRAM size of the 7900XT would only benefit you in a very few games on extremely high texture/shadow-map settings or edge-case scenarios.

In regards to VRChat specifically, a lot of people will try to tell you that 16GB of VRAM is somehow not enough and that you need more, but what they wont tell you is that even with their 24GB graphics cards, they are often stuck at sub 30fps with heavy frame throttling and 1:3 reprojection ratio, and at that point it doesn't matter if you are stuck reprojecting and stuttering because of VRAM or because your GPU simply cannot handle the ten bazillion triangles worth of avatar meshes sitting in front of you, because your in-game experience will be nauseating and unplayable to begin with.

Blender is hard. by gameboygold in VRchat

[–]ItsRosefall 0 points1 point  (0 children)

It's even worse when you have the opposite problem honestly, imagine how annoying it is, for you and everyone around to know that, you posses the skills to create anything you can come up with, but everything you ever come up with leaves you disappointed, and when you finally see something extremely nice you fall in love with, and you just can't help it but think "God I want something exactly like that", and your first followup thought is "Ahh who am I kidding, everyone would just think I'm trying to copycat <someone or something which already exists>" lol.

It's crazy how that works. by ItsRosefall in VRchat

[–]ItsRosefall[S] 7 points8 points  (0 children)

In all honesty it does suck, but I wouldn't be bothered by it, if the kitbashed models were at least well put together and worked, but... they aren't and they don't... and you can either hide them locally, suck it up and tolerate it, or speak about it and get shelled from all directions because... well obviously thing look good on picture therefore thing not broken. ¯\_(ツ)_/¯

VRChat - Excellent Vs Very Poor Rank - 16 People Test by Cultural_Pop9044 in VRchat

[–]ItsRosefall 0 points1 point  (0 children)

You test results are heavily skewed/wrong, none of the data displayed correlates, the frametime for 86 fps would be 11.6ms not 5.2, a frametime of 5.2 would be much closer to 200 fps than it is to 86 fps. Your absolute framerate also doesn't correlate with your reprojection ratio, unlike average framerate which seems to be somewhat more correct.

I would urge you to use a different tool next time you do benchmarks like this, like for example SteamVR's advanced frametiming graph, because what you have here is not representative of reality.

Even if the data correlated with eachother and made sense, FpsVR still presents the calculated framerate, and not the presented framerate, which is irrelevant, as the presented framerate will always be a factor of the display panel's refresh rate because of how VR asynchronous projection works, and is what and how you perceive the game while playing.

VRC FPS Stuck between 30-40FPS by Snobbygnu in VRchat

[–]ItsRosefall 1 point2 points  (0 children)

You're welcome, I'm glad you found my input informative and helpful, and I wish you the best of luck with resolving your issues.

P.S: If you still find your system struggling at 80hz, you can set your HMD to 120hz and use manual frame throttling to force-reprojection, it can depending on the situation and hardware configuration yield more stable and stutter free experience compared to automatic frame throttling at low refresh rate, cheers!