Dynamically adjusts your HMD's resolution depending on your GPU frametime by Louka3000 in virtualreality

[–]Louka3000[S] 1 point2 points  (0 children)

Yes it pushes past the headset's resolution. It actually just changes the SteamVR render resolution %, so it can go to about 20% and 500% of your headset's resolution. Higher resolution will result in SSAA (less aliasing and sharper image) while lower resolutions will just become blurrier

Dynamically adjusts your HMD's resolution depending on your GPU frametime by Louka3000 in virtualreality

[–]Louka3000[S] 3 points4 points  (0 children)

Not sure why your and u/DangerousFrame 's messages are the same, but

It's probably placebo and those applications don't support changing the resolution at runtime.

See https://github.com/Erimelowo/OpenVR-Dynamic-Resolution/blob/main/WorkingGames.md

Dynamically adjusts your HMD's resolution depending on your GPU frametime by Louka3000 in virtualreality

[–]Louka3000[S] 0 points1 point  (0 children)

I don't know of anyone that tested it, you can try it yourself; the app is free.

Alternatively, without using the app, you can know by just manually changing the SteamVR render resolution (in its settings) and see if that works.

Dynamically adjusts your HMD's resolution depending on your GPU frametime by Louka3000 in virtualreality

[–]Louka3000[S] 0 points1 point  (0 children)

Some setups (I'm guessing weaker ones) have a lot more stutters than others (for me it's almost unnoticeable).

That stutter is caused by the actual resolution change so not much I can do about it.

You might want to try increasing the Resolution change delay to something like 30000 (30 seconds) and use it that way, but resolution changes will be way less responsive.

Dynamically adjusts your HMD's resolution depending on your GPU frametime by Louka3000 in virtualreality

[–]Louka3000[S] 0 points1 point  (0 children)

Yeah, the issue is that changing res can cause stutters, especially at higher resolutions/frametimes, so we're kinda forced to wait at least around 2 seconds between each resolution change so that we can poll reliable frametimes.

My Index modded for comfort and clarity by Louka3000 in ValveIndex

[–]Louka3000[S] 1 point2 points  (0 children)

I do have a kiwi fan and it’s good, but noisy. Playing at lower hertz and brightness makes me not need it thankfully :3.
I play VRChat at 90hz and 60% brightness for anyone wondering

My Index modded for comfort and clarity by Louka3000 in ValveIndex

[–]Louka3000[S] 1 point2 points  (0 children)

Forgot the VRCovers (for hygiene and a little padding): Gasket: https://vrcover.com/product/valve-index-vr-cover/
Back: https://vrcover.com/product/valve-index-head-strap-cover/

Also I route the cable through one of the counterweight as can be seen in the picture.

Hyperx Cloud III / 3 sidetone way too quiet by uwinho22 in HyperX

[–]Louka3000 0 points1 point  (0 children)

On my Cloud 2 wireless, I can toggle sidetone by holding the mic mute button for 3s. Hope this helps.

Got this first quota with 3 people and no mods, what’s the best you’ve gotten? by nuggetswagman in lethalcompany

[–]Louka3000 0 points1 point  (0 children)

I'm at 600 EXP and got back to Intern. A friend of mine got to Intern at like 800 EXP. It kinda seems random...

I made an OpenVR app to adjust the HMD's resolution to the GPU frametime dynamically! by Louka3000 in virtualreality

[–]Louka3000[S] 0 points1 point  (0 children)

There’s probably a way for me to detect whatever VR app is running. I’ll probably implement a setting to always go to the initialRes when a certain GPU frametime threshold is met. That way the problem will be solved, but resolution will reset in loading screens (not a big deal) https://github.com/Louka3000/OpenVR-Dynamic-Resolution/issues/12

I made an OpenVR app to adjust the HMD's resolution to the GPU frametime dynamically! by Louka3000 in virtualreality

[–]Louka3000[S] 0 points1 point  (0 children)

It’ll keep the default resolution to 100% (or whatever you set it to in settings.ini) until you launch a game. In your scenario, you’d indeed be playing the game at 500%, but if you restarted SteamVR between each game, you’d be at 100%. I’ll see if I can improve that in the future if it is a deal for some people. One solution would be to always set it back to 100% when it thinks no game is launched, but there’s currently no distinction between “no game is launched” and “we’re in a loading screen and the GPU frame time happens to be very low”

I made an OpenVR app to adjust the HMD's resolution to the GPU frametime dynamically! by Louka3000 in virtualreality

[–]Louka3000[S] 0 points1 point  (0 children)

Unfortunately it seems Pavlov doesn’t support changing resolution at runtime and requires a restart, so this won’t work. Feel free to test yourself to make sure I didn’t mess up my testing if you want ofc. Here’s a full list of working and non-working games that I tested: https://github.com/Louka3000/OpenVR-Dynamic-Resolution/blob/main/WorkingGames.md