Jump to content

Altra

Verified Members
  • Posts

    1
  • Joined

  • Last visited

Reputation

0 Neutral
  1. Hello Admin VIVE Compositor is sending a driver resolution of 4566x5392 to SteamVR for the HTC VIVE Cosmos Elite. Steam VR is then up-sampling this resolution by x1.5 times (5300x6256) resulting in either very poor performance, graphical artifacts or even just crashing if the "Resolution Per Eye" is left on AUTO in SteamVR. Even changing Steam to 100% is still problematic for many games (EG: Walkabout Mini Golf) Why is the VIVE Compositor up-Samling from a native 2016x2380 (1440x1700 x 1.4 barrel correction) to a 4566x5392 resolution? Running HTC Vive Console 2.1.23.2 and current steam build 10835175. Hardware: RTX 4090 & Intel i7 13700K Steam Support Response below: SteamVR uses the Headset display resolution provided by the relevant input driver/equipment combination. In this case, the Input driver is passing along a rather high value for the headset display - a value which is changing over time from your logs. Since you're using a Vive Cosmos Elite, the HTC Viveport software required for your equipment is also involved. In this case, the SteamVR compositor is rendering in 'Driver Direct' mode, which passes the SteamVR output along to another compositor/output stream used by your equipment's native software. A brief GPU performance test is run when SteamVR is launched, and the results are used to automatically set the default 'Auto' headset render resolution. Details of this process can be found in the VRCompositor log - Mon May 01 2023 10:11:17.426 - Headset is using driver direct mode Mon May 01 2023 10:11:17.496 - Updated HMD Prop_DisplayFrequency_Float to 90.000000 Mon May 01 2023 10:11:17.496 - Adding 0.000000ms latency to predicted poses for display redirect 'vive_cosmos'. Mon May 01 2023 10:11:17.496 - ****************************************** Begin GPU speed ****************************************** Mon May 01 2023 10:11:17.564 - GPU Vendor: "NVIDIA GeForce RTX 4090" GPU Driver: "531.68" Mon May 01 2023 10:11:17.611 - MeasureGpuMegaPixelsPerSecond(0): Returning 6320 MP/sec. Total CPU time 0.05 seconds. Mon May 01 2023 10:11:17.611 - GPU speed from average of 6 median samples: 6259 Mon May 01 2023 10:11:17.611 - ******************************************* End GPU speed ******************************************* Mon May 01 2023 10:11:17.612 - HMD driver recommended: 4566x5392 90.0Hz HiddenArea(8.67%) = 4047 MP/sec Mon May 01 2023 10:11:17.612 - Raw ideal render target scale = 1.55 Mon May 01 2023 10:11:17.612 - Clamping render target scale to 1.5x Mon May 01 2023 10:11:17.612 - New result of GetRecommendedRenderTargetSize for current app: 5592x6604 (Previous entries for the HMD driver resolution recommendation show a changing value, going as low as 4106x4848.) I suspect a similar performance test and automated scaling process is occurring on the HTC side, applying a multiplier to the actual/physical resolution of the headset display in a similar way to (and in addition to) the default 1.4x increase applied to SteamVR. We don't have detailed technical information on their compositor or the details of their driver, unfortunately. Locking SteamVR to a specific headset render resolution would likely correct this. Since the HTC compositor seems to be applying a multiplier as well, I'd set SteamVR to 100%. This would allow the HTC compositor to handle any necessary scaling. Exploring relevant settings in the HTC software would be a good idea in this case as well. I'd recommend reaching out to HTC for more details on that. You can contact them using the link below.
×
×
  • Create New...