Steam VR Introduces 'Motion Smoothing' So Low-End PCs Can Run Games More Smoothly (engadget.com)
Steam VR is introducing a new feature called "Motion Smoothing" that will give PCs with low-end hardware the power to deliver VR experiences more smoothly. "It functions like Motion Smoothing for TV and Asynchronous Spacewarp for Oculus devices, which are frame-rate smoothing techniques that generate synthetic frames between two real ones in order to avoid a stuttery experience," notes Engadget. From the report:
When Steam VR determines that an experience is lagging or dropping frames, Motion Smoothing automatically kicks in. It drops an app's framerate from 90FPS to 45FPS and generates a synthetic frame for every real one to mimic real 90FPS. If things get especially bad, it can generate two to three frames for every real one instead. Steam explains that the feature "dramatically [lowers] the performance requirements," allowing PCs with lower end hardware to "produce smooth frames." Take note, however, that the feature will not work with the Oculus Rift or with Windows Mixed Reality headsets. You can only take advantage of it if you have an HTC Vive or a Vive Pro, and if you're running Windows 10 -- all you need to do is right-click on Steam VR and select beta under Tools in Library.
If you're trying to run VR on low-end HW, you deserve the headache you fuckwit.
Bye bye contrast and sharpness, hello blurriness.
It functions like Motion Smoothing for TV
I hope not, because that will introduce additional lag. TV smoothing needs to know what the next frame is before it can smoothly transition to it. So sure, do it that way if you want make people even more motion sick...
Hopefully what it will do instead is generate the first frame and immediately display it, and instead of rendering the next frame completely, it'll warp the first frame to approximate the geometry of the skipped frame. Pretty sure this was touted as a thing a while ago though.
systemd is Roko's Basilisk.
This is a nice feature, but what about increased lag since multiple frames are required to render a missing frame for motion compensation?
So let me get this straight.
You can run the game remotely and just stream the screen. But that means having to lose your nice and crisp 2440x1080 resolution and suffer all sorts of issues. So the solution they propose is to interpolate and smooth it all on the client end, using all sorts of computing power.
*face palm*
Because Oculus has had the same thing -- called asynchronous time-warp and then a new version asynchronous space-warp -- for two or three years.
Welcome to the future!
In seriousness --- even high-end PCs can often not maintain a perfect 90fps in all scenes of many games. This is useful for them too, because changes in framerate are very easy to see and can be disorienting. This allows full motion, rendering rotation etc. while it lerps between frames. It works great.
How smooth do they need to be... and is it okay if they get perforated? (I run tungsten-studded snowtires... there may be a slight sensation.)
If you're trying to run VR, you deserve the headache you fuckwit.
FTFY
No, I hate that feature. Please make it an option.
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
Now you have software that needs to detect dropped frames and generate fake frames. Then it needs to display the same number of frames as before, regardless of whether they're real or fake frames. So it's doing the same thing as before, but with the addition of needing to detect dropped frames and generate fake frames. And there's less of a performance requirement for all that?
Your high-end hardware is going to be low-end hardware soon enough
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