![]() ![]() Having a room-scale area to play virtual reality games in is a real luxury and something I’ve longed for since my earliest days experimenting with the medium. It’s a lot easier to grab a headset and controllers from the wall and start playing than it is to unravel several meters worth of cabling. All those cables could be packed away, making for a cleaner, more accessible VR playspace. It not only meant that I never felt the drag of a cable to remind me that I’m actually sitting or standing in an office and not on a synthwave-inspired rooftop, but it massively cut down on the setup and teardown, too. While not all PC VR headsets support wireless virtual reality, the Vive Pro does - and I just happen to own one.Įven with my originally limited playing space, going wireless made a big difference. It makes a huge difference to the immersion of the virtual worlds, because you don’t have that regular reminder of brushing up against a cable, or coming up short against the end of its length. There’s a reason a lot of the latest headsets from most of the major VR manufacturers are wireless. Bill Roberson/Digital Trends Wireless makes a big difference After a few weeks of upgrades and adjustments, I’m happy to report that I’ve almost managed it. ![]() The idea was to make virtual reality as easy to use as flopping down in my gaming chair for standard desktop gaming. The latest Virtual Desktop update also brings higher quality video compression on Nvidia GPUs, especially at lower resolutions and high bitrates, independent of SGSR and SSW.įor a full list of improvements and fixes, check out Guy Godin’s Reddit post.In an effort to change that, I went on a campaign of streamlining my VR setup to make it easier to get into and faster to get out of. ![]() If the frame rate drops below a critical level, SSW generates artificial intermediate images to ensure a smooth gaming experience. More good news for PC VR gamers with less powerful systems: Super Resolution and the Synchronous Space Warp (SSW) rendering technique developed by Godin can be used simultaneously without any drawbacks. These are currently the Meta Quest 2, Meta Quest Pro, Pico Neo 3, and Pico Neo 4. Super Resolution requires a headset that supports Virtual Desktop and runs on a Qualcomm Snapdragon XR 2 chip. ![]() “The option works with Potato, Low, Medium quality (up to 120fps) and High (up to 90fps) and it upscales to Ultra resolution under the hood”, Godin writes on Reddit. This feature will primarily help PC VR gamers with older or weaker GPUs. Virtual desktop developer Guy Godin and Qualcomm worked together to integrate Super Resolution into Virtual Desktop. By utilizing super resolution, platforms, and applications, developers can increase the display resolution while meeting framerates and maintaining visual fidelity.” Higher resolution without performance costs “Super resolution techniques create higher resolution images from lower resolution inputs by refining details and enhancing features to produce sharp and clear visuals while using less resources than native rendering. Qualcomm describes the feature as follows: This upscaling technology is similar to AMD’s FidelityFX Super Resolution, but is optimized for Qualcomm’s Snapdragon mobile chips, which are also used in VR headsets. Yesterday, a major update was released for the popular VR app Virtual Desktop, bringing an exclusive new feature to its PC VR streaming: Snapdragon Game Super Resolution support, or SGSR for short. ![]()
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