Valve index render resolution I had a 1070 before my current 2080ti, it's a great 1080p60hz video card, but its a low end video card for VR Index. The rendered FoV of a headset is the field of view that is rendered to its display panel. Does that mean my gpu is rendering a full 2880x3200 (2 different 1440x1600 images), or a single 1440x1600 image shown twice (half the work?) For the Valve Index running at 90Hz with 100% render resolution the GPU will need to render 812,851,200 pixels per second, so that's already 63% more than 4K. Yes wireless doesn't support the full res of the HMD in wireless, but its lossless and even at lower res, it's higher res than Index (1836x1836 vs. I wont' go into technical details why Motion smoothing - DISABLED Render resolution changes aren't instant for many games either, so hacks that'd make a game render twice with different res (and perhaps hidden area masks) don't sound feasible. Going above will not display a higher resolution but it will render higher so the image will be sharper but this is very performance intensive, below you will give you a performance advantage but going to low means less detail and going low will result in pixelated view. The game has an "auto-resolution" dependent on the refresh rate. The monitor-comparable-resolution from Index is 720p (approx), edges of the image is not clear (so actually reading code would require head movement or blurred text), just overall using multiple monitors or using whatever linux calls their multiple desktop-switching-feature is going to work a LOT better for 'spawning monitors at will' right now. resolution is high enough there's zero screen door effect field of view is wildly good. 0% is better, but often a pipe dream. Valve Index is 1440x1600 per eye. r/ValveIndex. I use a Valve Index if you could not tell here are my current SteamVR settings, Refresh Rate: 90 Display Brightness: 160% Motion smoothing: on Render Resolution: 3960 x 4400 fade to grip on app hang: on Advanced Supersample filtering: offOVerlay Render Quality: Low HDCP 1. Render Resolution: Set a custom render resolution or leave it on “auto” to let SteamVR adjust it dynamically. Until we have foveated rendering we're not going to have high resolution, high FOV headsets. Drop frame rate to 80 or 90hz to minimize the detriment to render resolution required to maintain frame rate. I found that by setting SteamVR resolution to 140 percent and then dropping the IN-GAME resolution setting to the half-way point, I was able to get very crisp visuals compared to running at 100% in SteamVR and full resolution in-game, and still maintain a The Valve Index HMD's physical design also sets up the optical subsystem to work as well as it can and helps constrain the The canting simply provides a way to keep angular resolution of the system high while still striving for the higher overall binocular FOV that we The FOV rendered by the GPU for Index is similar to that of a Resolution: 1440x1600 per-eye: 2448x2448 per-eye highest horizontal resolution: Refresh Rate: 144 Hz highest refresh rate: The rendered FoV of a headset is the field of view that is rendered to its display panel. Hope this helps. And what render resolution would vorpX use if i set the game to 2560×1440? Jul 18, 2019 at 9:33pm #185922. (all this set Setting steamvr to 100% render scale will result in a render resolution of 2016x2240 per eye. 4x on the Rift(1512x1680 per eye) is really close to Index's resolution(1440x1600 per eye), so yes, you're gonna put that rendering resolution to better use with the higher resolution displays. Increasing refresh rate increases presence (the feeling you are actually in this VR space). :) Jul 19, 2019 at 8:42pm #185977. I think the Valve Index is still a great VR HMD for 2024, the experience is pretty close to the same on both HMD's. VR Render settings. For this review we benchmarked the Valve Index and set the SteamVR render resolution to 150% (2758×2740) which is considered ideal, if overkill, to compensate for lens distortion, and it’s well above our usual benchmarking render resolution at 100%. 1. Top Posts Reddit . Everything is blurry and unclear especially in the distance looks like mess. Just got my index (i7 8700k/2080ti) Coming from Oculus Rift The default per eye resolution (*100%) is 2016x2240? Why is that? Is something wrong from oculus install? This is General/Render Resolution/Custom. It depends what resolution we are talking about. If you still get your desired frequency halved (45 FPS at 90 Hz etc. 4x actual resolution to compensate for lens distortion. Currently, StreamVR will override/downsample any custom resolution setting based upon gpuSpeedRenderTargetScale. BUT, this is only assuming that we're still talking 90fps like on the Rift. Not with mine it seems, whatever setting/resolution i try, the image never gets sharp, and there is like a fine layer over it (the screen door effect) witch is clearly noticeable, like looking at a low res monitor. Hi all, I recently purchased a valve index. But not quite. In the future, my dream headset would have higher resolution OLED, high refresh, no fresnel lens (God rays), wireless, imdex-like sound, and eye tracking for foveated rendering. ) you need to check your drivers and other system settings as you don't really get more default/bare bones than 90 Hz and 100% resolution as far as the VR kit is concerned. 50, the actual resolution shown will much lower than 200%. I definitely prefer visual quality over a higher Hz. What you can change is the render resolution. Is there 1. -Render Resolution: two options Custom and Auto. It already multiplies by 1. Kind regards It's surely something to do with how Enscape itself handles the rendering, rather than the resolution of the headset itself, which should definitely be better than the image I am currently getting Alyx and the lab use valves dynamic resolution, supersampling has no effect on the games , the resolution adjusts based on your hardware and the settings you run the game at. Steam VR settings - Video Motion smoothing - OFF Refresh rate - 90 (must me 90 at first, you can change this if you want AFTER you are in vr mode) Go to "Per-Application specific" and select msfs. When you Super Sampling it, the game is rendered at 200x200 resolution and then downscaled it to your native resolution. It's like watching a 720p video on a 1080p screen. To me, playing at 90hz is the perfect sweetspot since I can put my graphics a lot higher than at 120/144hz. If the video is 180 The problem here is that Valve Index apparently has a completely different lens system than Rift, Vive, and Vive Pro. Let's say you have a 100x100 pixel screen as the native resolution. It's possible that the Index's graphs are flatter, or maybe they are even less uniform. r/virtualreality. Set it to 100% in steamvr, and in oculus you need to set it to max, 5408x2736. 61 million pixels overall. Edit: also 400% is 4x the base render resolution ( and 100% is higher than the physical display resolution due to compositor warping for correcting the optical distortion). I have a Valve Index and a 4090 GPU. Or 4032 x 2240. 346878° Rendered PPD | 19. Went from 3090 to 4090 and the 144hz mode on valve index feel very weird and make me sick. Render resolution - 78% - this is important. Higher resolution means sharper visuals but demands more from your GPU. rendering resolution in graphics settings (sim) 3. 4x the display resolution of the screens. Fistandantilus. but 1. It’s one of the most advanced headsets available currently, and, until the HP G2 arrives in late November 2020, is Overall, the Index is a better headset for everything except productivity and sims due to the reverbs high resolution. The image Is there a way to make the Valve Index use the native resolution of the device? It seems to be less, causing a blurry effect. Of course, we want a nicely crisp image so we'll render at 150% resolution for a total of 1,217,217,600 pixels per second, now we're getting somewhere. With my 3090, I could lock 144fps in Beat Saber at 225% render resolution. Check out the HTC Vive Pro. Participant. The amount of pixels the graphics card sends to the Index is always the same and matches the nativ screen resolution as far as I know. 2880 x 1600 at 615 pixels per inch. So yes, you could get a big boost in the image clarity by upgrading to a newer VR headset such as the Valve Index or HP Reverb G2. This is why even though the Valve Index has 1440 x 1600 resolution screens, 100% render resolution in SteamVR is 2016 x 2240 per eye. The recommended resolution from Valve is 1. To get full native resolution you have to use it with a PC and supersample. Reply reply Hey guys, I currently have my Steam VR Settings Video > Render Resolution>Resolution Per Eye @ 2400 x 2668 142% It looks great but was wondering if Related Valve Index Virtual Reality headset Virtual reality Gaming forward back. Why is Valve Index better than HTC Vive? Resolution is an essential indicator of a screen's image quality, pixels per inch (PPI) on the screen. Valve Recommends a 1. I’m frankly tired of waiting for the Index or Reverb. My resolution slider is set at 100% but says that it renders 2016*2240 per eye, which is way more than the panels resolution right? Related Valve Index Virtual Reality headset Virtual reality Gaming forward back. Members Online 🎉 Big news for game developers 🎉Starting April 1st, 2024, we're giving you a whopping 90% revenue share from new games sold on our PCVR and XR Elite #VIVEPORT stores. 1% reprojection after the title has loaded. At the default eye-target scale, the Rift’s rendering requirements go much higher: around 400 million shaded pixels per second. For this review, we benchmarked the Valve Index using FCAT VR and set the SteamVR render resolution to 100% (2016×2240) which uses a factor of 1. Least amount of pixels being rendered. The Valve Index is equipped with two LCD screens featuring a 1440×1600 resolution per eye (2880×1600 combined resolution), an up to 120 Hz refresh rate (as well as 144 Hz in overclocked mode VR Headset | Valve - Index Rendering Resolution | 2016 x 2240 Refresh Rate | 90. There is no way of knowing how those new lenses affect the distribution of resolution across the field of view without actually measuring it. The game always gets rendered at the resolution you set. I am curious what other folks think about this. 4x panel resolution due to the effective undersampling that occurs when predistorting the image, but that factor is only at the center. That means that the game engine is doing more work per degree as it moves towards the edge. If your card can do it, go for it. Should I set this lower? 51% appears to be 1440x1600, but the custom resolution option is grayed out when I First, we look at VR performance. This is The only other advantage of the index is the amazing audio w stock Headset, but then again, with the Vive Pro you can easily add your own headset /ear buds. Around the periphery we’re supersampling - right where we don’t need it. I set SteamVR’s rendering scale I’ve been thinking that what we really need is lens distortion aware rendering. Features 108° FoV, 1440x1600 per eye resolution, 144 Hz refresh rate, 6 DoF tracking. 5x HMD quality and only an occasional dropped frame on Odyssey. You don't need to run higher than 100%, Hello, I have a question: what is the difference between Auto and Manual Steam VR Resolution. If you are seeing 2468x2740 reported as 100% then you are probably looking at the CUSTOM RESOLUTION MULTIPLIER in PER-APPLICATION VIDEO SETTINGS sub menu, not the Conclusions. ) So, I'd rather resolution Increase before FOV. shoot for, in order of importance: ≤ 0. All Discussions Artwork Videos News Guides Reviews Oct 11, 2020 @ 6:36pm best video resolution to index vr Considering 110 FOV, and 1440x1600 resolution, if the video is 360 degrees, the best resolution would be 4713x5236 (10k) for monocular and 9425x5236 (10k) for binocular. If you put the settings too high or set the index hertz too Steam vr home automatically scales resolution based on performance. Keymaster. I have my index set at 120hz and the render resolution is set to 100%, but that shows 2466x2740 per eye, Related Valve Index Virtual Reality headset Virtual reality Gaming forward back. A higher pixel density translates into more clarity and sharpness for the images rendered on the screen, thus improving the quality of the viewing experience. For instance, devices like the Valve Index offer refresh rates of 120Hz or 144Hz, which can be adjusted for smoother visual experiences. Turn DOWN the resolution of the second monitor (or primary if you only have one) - Significant fps impact if I bring the resolution down to 1080p. But I have a vive cosmos elite which has a max resolution of 1440x1700 The valve index is 1440x1600 Vive pro also 1440x1600 this means the original rectilinear render will have to have a higher resolution to retain the same pixel density in the middle of the image after this distortion is applied. If these Zulubo Productions video screenshots are accurate, Index likely has a refresh rate of 90Hz and the same default render resolution as the Vive Pro. I also have the wireless module. If this is true for the Index (and an old leaked video suggests it is), then the standard render resolution would be 2016 x 2240 pixels per eye => 9,031,680 pixels I have the valve index and I an using steamVR. 10 VR Games. Resolution: 2560x2560 per-eye highest horizontal resolution: 1440x1600 per-eye: Refresh Rate: 90 Hz. Posted by u/liamct1158 - 4 votes and 13 comments I don't think it makes foveated rendering unnecessary. So if you "Enable Custom Resolution" and set it to 200% supersampling and the gpuSpeedRenderTargetScale is set to . Normally, your game will render at that native resolution. 9. With my 4090, I'm getting lag anywhere north of 180% render scale. if you have a GPU that can push 144 fps, it's smooth as butter. the tracking is super accurate and low-latency. This is needed if you want each rendered pixel to match 1 pixel on the quest 2 display. Using the Valve Index you can get there by pressing the system button on your Index HMD or on the Index controllers. Reply reply I say this: if you can get a used Valve Index set with everything (base stations + Index "Knuckles" controllers) for the price of a Quest 3 (so around 500-600 usd /eur) might be eye tracked foveated render saves computing power since only the portion you are looking at needs to be rendered at full resolution. 002625 hz Horizontal FOV Per Eye | 103. Quest 3 2064x2272 = 4689408, Valve Index 2016x2240 = 4515840. 49 GPU | AMD Radeon RX 7900 XTX GPU Memory | 24514 MB GPU Driver | AMD Software: Adrenalin Edition 23. 4x physical resolution) looks like compared to the The Valve Index is absolutely worth $1000 Valve’s Index headset features two LCDs with a per eye resolution of 1440 x 1600 (Valve has not disclosed rate rather than adjust the display resolution. This higher resolution gives it Then set the game to Index resolution and the textures/shadows to high to ultra settings SS renders more effective pixels so of course it will effect performance. Which is higher than 4k. On the lower right you will find the cogwheel icon to the settings. The Index is still This is especially true if you're a Valve Index owner, as the resolution is not exactly as good as other more recent headsets. For my part, I have always preferred prioritizing render resolution (up to 150% SS) over the in game graphics settings. tune each title individually. Converting a parallel projection to a canted projection just means that you need to render at a slightly higher resolution to get equivalent quality. Virtual reality Pre-rendered frames - 1 2. Index is more comfortable, but VP2 is good enough. Does the "Auto" render resolution option work well? i'll admit, i'm a bit totally lost with how this thing handles resolution SS. And headsets can't rely on foveated rendering until current-gen GPUs which support the new technology are mainstream, and those (ie RTX 2060s+) won't be mainstream for a least 2 years. The rendered FoV of a headset is the field The Valve Index needs little introduction as Steam’s second-generation flagship VR headset. That being said, Related Valve Index Virtual Reality headset The second thing to do is to disable dynamic/automatic render resolution (Super sampling) and set it to 100%. View a full technical comparison between the HTC Vive resolution = 1080x1200 per eye Valve Index resolution = 1440x1600 per eye HP Reverb G2 resolution = 2160x2160 per eye Higher resolution means more VR image clarity. + Show more + Performance. SteamVR, video settings -> drag supersampling resolution to 1760. You will get a sharper image by lowering it to 80 Hz in the SteamVR settings. As I'm used to the standard monitor and the relation of the monitor's fixed refresh rate and (full-image) super-sampling (SS), I'm struggling to understand how to tweak things in the VR world. The fov is slightly bigger in Index so that will impact performance but it should be minor. (Note: also posted under Hardware) I'm still adjusting to the VR world and the Index is my first HMD. At first I was concerned that the 3070 is not really "future-proof" enough for VR, but now that upscaling technologies (Nvidia DLSS, AMD FSR) become more of a thing and foveated rendering will probably come next, I think that it will even be a SteamVR's RENDER RESOLUTION at 100% is the same for every Index user at 2016x2240 per eye, this is higher than the native resolution of 1440x1660 to allow for lens warp corrections. . Ideally you want your render resolution to be 150% of the native resolution as the downsampling adds a TON of clarity and sharpness; it actually looks significantly higher res. UNPLUG the second monitor and leave the 1080p plugged up (see step 3 if you have one monitor) - Highest fps impact. the LCDs can go to uncomfortable levels of bright if you want to. How do I find out how to set the right resolution Here. For discussion of the Valve Index. 2 CPU | AMD Ryzen 7 5800X3D 8-Core Cores | Threads Resolution: 1440x1600 per-eye: 1832x1920 per-eye highest horizontal resolution: Refresh Rate: The rendered FoV of a headset is the field of view that is rendered to its display panel. is the issue just that the index has a higher resolution screen than those other people, so its harder to render games Considering you are using a GTX1070 (drastically underpowered for an Index) Better keep hands off the Nvidia Control Panel. -Refresh Rate: For the Valve Index at the top of the video options screen you can select refresh rates of 80, 90 120 and 144Hz. " My basic math puts that rumored render target at about 980 million pixels per second. Aug 4, 2024 @ 1:16pm If your 3080 would Render Resolution: This is the most impactful setting. I wouldn’t be too worried about the resolution because after using the index for awhile, your brain and eyes start to adjust for the lower resolution. Of course Aero will still win due to the physical panel res, but Index will look much better running the same SteamVR res (in plain English, if Aero res 100% is same as 18 mill pixels for both eyes, and some compare against Index, then Index res should also be 18 mill pixels for both eyes etc. it looks really good. Some apps also don't listen to changes in the SteamVR SS rate, and only look at application start. If we simply got an Index at a wider field of view with no resolution changes, it'd look worse. 2x render resolution to correctly render the picture. At least according to reviews. It uses this information to set the Super Sampling that affects all applications and, finally, it makes an adjustment for each application separately, i. We’re always rendering at ~1. For standalone, graphics aren't rendered at the native resolution of the panels. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering. e. VR Headsets need at least a 1. 4X (the native resolution is 1440×1600) to compensate for lens distortion and to increase clarity. Image resolution has been increased per eye from the Pro’s (or Valve Index’) 1440 x 1600 to 2448 x 2448. I also prioritize it over achieving the higher refresh rates of 120/144 hz for that matter. So I put my general resolution at 100% and then go into thr specific game's resolution tab and scale the resolution up or down. You have a good performance with it, but with 100% it looks very awful. The native resolution is 1440x1600 per eye. That is up to about a 150% SS (about 2500x2700 per eye on index). rendering resolution in openXR client (like steamVR) by default all 3 parameters are set to 100%. My supersampling value is set to 100%, which indicates that each eye is rendering at 2016x2240; much higher than the 1440x1600 per eye actual resolution of the index. 48 | 20. 4 Legacy Comp: off DP Training mode: Auto there isn't a ”best” set of settings. I'd also like to see new technology to reduce the rendering cost of VR, like foveated rendering. 1440x1600 per eye) and the fact that you're still using high res panels still means no SDE. I am confused by this though because the valve index maximum resolution is 2880 x 1600 but this slider lets me change it much higher. 4x render resolution. This higher render resolution gives the visuals exceptional clarity. View a full technical comparison For discussion of the Valve Index. In the software that will be 100%. Would the resolution appear less than a 2560x1440 Increasing the application resolution can increase the smoothness of the graphics and allow your computer to take full advantage of your headset's resolution, at the expense of Set render resolution to “custom”. With is 100% Resolution in SteamVR. We still have a long ways to go with resolution, and probably even refresh rate. Otherwise drop this a little to tune, or drop refresh to 120 to accommodate. View a full technical comparison between the Valve Index and Meta Quest 3S. 3 million pixels per-eye, or 4. except Prepar3d : Index is the same resolution as Vive Pro and I fly DCS all the time with that. Performance should be basically the same and most likely better since Index can do the other frame rates. The Pimax has much higher resolution but, the Index still appears to be more clear due to the sub pixel layout and because the Pimax has screens significantly This picture is what the total image rendered at 100% resolution (1. (5900x, 32GB CL18 4000mhz, 6900XT, Valve Index. It is noticeable. For VRChat and Phasmophobia, I prefer the Valve Index for this reason alone. The RTX 3090 is almost strong enough to run all games at 120fps at 4k. Supersampling essentially causes you to render at a higher resolution, and causes you to get a better approximation of the real image. Render resolution set to 100% renders at default resolution for your headset. Keep everything at default, except for performance setting - set it to prefer maximum performance. the finger tracking is so good that playing alyx, i get mild dysphoria when i take HMD: Valve Index set the SteamVR render resolution to 100% (2016×2240) All games and benchmarks are patched to their latest versions, and recent drivers are used - according to BabelTechReviews. Valve Index Headset. You may or may not be aware that Actually, ignore my original resolution setting! Inspired by this question, I did some playing around with settings today. 484169° Vertical FOV | 109. render scaling in graphics settings (sim) 2. Auto: directly within these settings. You have now a much sharper picture, because the same pixel has normalized 4 pixels instead of 1. We have so many variables to contend with including: Display(s) native resolution The index's panels cannot render at full resolution for 120/144 hz, so its is downsampling them. I doubt gpus will be able to keep up with the screen resolution and refresh rate increases either. Especially the Reverb G2. the audio is phenomenal. I read about everyone being amazed how sharp the valve index is and with almost no screen door effect, some mention it is as sharp as a normal display. Combine that with bigger, more complex games, and I think foveated rendering will still be a worthwhile tool. apollon01. This hack gets around this (for now). CPU speed. What is the resolution of Valve Index? Valve Index has a resolution of 1440x1600 per-eye, totalling approximately 2. ) 100% resolution rendered for the Valve Index is 2016 x 2240 per eye. 4 to allow for the cropping required around the barrel distortion effect. Game engines render fewer pixels per degree in the center of the image than on the edges of the image. That way, we can hsve even higher res panels to use with our wider FOV headsets Really easy answer. AFAIK, VR is typically rendered at 1. Are you talking about rendering resolution (SteamVR settings - Video - Render Resolution: Custom)? That value is for how large image your graphics card render. The resolution of the Valve Index is 1440 x 1600 per eye. I run a high render resolution at 138%. and i swear even with a 2080ti and i9 9900k i get worse performance than what other people brag about getting with way worse hardware. Quest 3 audio is OK but the Valve Index audio is great. I have it set to auto/120hz The on per game video/per -application setting/ 100% comes to 2468x2740. You can change that Variability with setting SteamVR’s Render Resolution why it may be lowered from its default 150%. Members Online. Trying to get any GPU to render such high resolutions at 120fps is pretty difficult. Posted by u/happydemon - 1 vote and 17 comments The picture must be rendered at higher than the resolution of the screens and the image is rendered in distortion opposite of the lens, to counter the effects of the lens. If case #1, then this is an easy fix can be disabled in software If case #2, the either firmware must be upgraded on the index to unlock full resolution at higher rates or this is I've upgraded from a CV1 to a Valve Index and seem to be having mixed results in terms of performance :/ The headset itself is fantastic, in anything else the clarity if really good and the options for performance tuning are great (80/90/120/144 hz and Resolution both higher and lower) - I've found great settings for everything I have run. Per-Application Video Settings: Apply specific resolution modifiers and motion smoothing settings for What is the resolution of Valve Index? The Valve Index is a PC-powered VR headset, released 2019. Ralf. This also applies to (I believe) any PCVR users playing on Steam. Valve's own VR games, including Home and HL:ALyx, often use dynamic resolution scaling (can be disabled with start options), which means it will automatically increase and decrease the render resolution on-the-go, as you play, in a few discrete steps relative to the resolution you have chosen in settings. The physical lcd display on the index has a fixed resolution. While the Q3's panels have a native resolution of 2064x2208, for standalone use things are only rendered at 1680x1760 resolution. Set Render Resolution to Custom/100% in either SteamVR General settings, or under Video/Per-application Video Settings for Elite. an application with complex and heavy graphics will be rendered with lower resolution compared to a anyone know what res to run the game at for the valve index? Do you use 200% Render resolution in the game setting itself? Drop that to 100% (all the way to the left if that is the case) #3. mrawoo ckvr ixozk nlky cvkef ecnqn dbzx frpt psdl rdo