this post was submitted on 06 Aug 2024
78 points (98.8% liked)
Steam
10203 readers
12 users here now
Steam is a video game digital distribution service by Valve.
Steam News | Steam Beta Client news
Useful tools:
SteamDB
SteamCharts
Issue tracker for Linux version of Steam
founded 3 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
VR has much more stringent latency requirements than normal gaming, because moving your head needs to be in perfect sync with the world "staying still". The manual calibration needed for this is around 8ms, which is compensating for the render/presentation time of a single frame at 120fps.
It sounds like a nitpick, but I can tell you from experience that it makes a very significant difference.
If you can just add a 7ms delay without noticing it as the solution suggests, latency doesn't sound that stringent. What the problem sounds to me like is that the headset doesn't support vrr so frames have to wait a whole frame time if they miss their window, and steamvr doesn't realise that's happening. Which wouldn't be a problem if this was managed by the driver instead
Yes headsets don't support VRR which is why it's so crucial to get the timing right