Yes, it is. I’m getting a pretty solid 45+ on my system using the Rift, so not necessary, but could be handy for headsets with higher resolutions.

So basically the Quest 2. I wonder how long it will be before the non-Oculus headsets can do the same thing.

Quest, Rift S, Quest 2.

I solved all my frame rate problems in MSFS with my 1080p card by… using my CV1. The lower native resolution does wonders for frame rate :p

Hopefully, but it seems like oculus AWS is kind of magic compared to other company’s versions of motion smoothing, etc. Hopefully Valve will catch up and make it available to everybody else because it would really shine in a headset like the G2

It’s kind of a mess to figure out which game uses what, of all the various levels of reprojection. A lot of Steam games ship with Oculus SDK support, but even then, the developer still have to implement the latest and best techniques. Though I think they come standard with the latest Unreal and Unity engines.

But basically you need ASW 2.0 for less than 45 fps support: Introducing ASW 2.0: Better Accuracy, Lower Latency | Meta Quest Blog

Improving performance with severe frame rate drop: ASW 1.0 impact peaks at half the native frame rate of a headset (e.g. 45hz for Oculus Rift). However, in some instances, if an app drops below half frame rate, ASW can’t perform acceptably. Even at reduced frame rate, ASW 2.0 can maintain an acceptable view in VR, as PTW’s depth-based reprojection works more accurately for lower frame rates than ASW 1.0 extrapolation.

Given how the motion artefacts look when interpolating just 1 frame, I can’t imagine how horrid this looks doing 4!

ASW 2.0 Looks a lot better since it uses the scene depth data in the interpolation. A lot less artifacts:

Ah yeah cheers! I thought everything would be on ASW 2 at this point, but seems it is down to game devs to expose the depth data.

Manuel@NVIDIA

Yesterday some progress was made in identifying the root cause. Our software team is confirming this so I don’t want to overstate the findings but it is good news. Isolating the root cause has been challenging and I do apologize for the delay.

The 3000 series stuttering.

Pavlov has decided that in addition of wanting to be “CS in VR”, they also want to be “Red Orchestra in VR”

Wow, this sounds awesome! Can’t wait to try out tank running in Stalingrad!

Is that good?

I had no time to try it out, in fact I barely played Pavlov until now. But I’m going to guess that more content is indeed, good.

How are the controls, tracking and all that when you played? Look good and play well?

I’s day it does everything fine, without being particularly spectacular in anything.

It’s the game with the highest population of an online action VR game, by far, so if you want to get into that type of game, it’s a must have.

Its the best vr multiplayer shooter imo (and I also really enjoy its shooting range). Controls, tracking, visuals, and gameplay are great. The only issue I have is every time I switch shooters I have to remember how reloading works - they are all slightly different. e.g. Pavlov vs GunClub vs HL:Alyx.

I tried both Pixel Ripped games. Playing some mediocre retro game while having to use something on to something else to distract someone?
Maybe the game changes later, but I found it to be very much not my thing.

I picked up elite dangerous while it was on sale but I haven’t tried it yet. Should I get used to it pancake or just dive in VR? We have several e:d threads and I don’t know which to look at. Do we have a qt3 guild or whatever they’re calling it?

It’s a huge, huge timesink, I just couldn’t do it. It was glorious in VR, though.

Dive in VR.