Re: Good News Everyone: 60Hz Single Strobe Options
Posted: 12 Sep 2021, 23:04
If anybody can verify that they can get 60hz-single-strobing working stutter-free on Oculus Quest 2 with a test-UFO pattern over Virtual Desktop, please tell us what GPU you have and if you did anything special.
It appears that even over oculus link (wired to computer), there are still stuttering issues when using the steam version of virtual desktop (wired). This also applies to the desktop in oculus home and in the steam menu.
A potential factor with this problem is that the Quest 2 is not like a monitor in the sense that it is plugged in with a DisplayPort cable. Over oculus link, the usb-3 cable connection is just encoding and decoding a video feed. There are potentially problems somewhere in the encode-decode process that make stutter-free nearly impossible with the Quest 2 whether it's wired or not. This is a huge disappointment for motion purists. It also makes no sense because VR games can be streamed stutter-free but not the desktop. Its clearly designed for VR gaming so they made it work well just for that.
NOTE: If anyone has a higher end Nvidia graphics card, please see if you can get virtual desktop stutter-free as most of my testing has been on AMD and lower-tier Nvidia GPUs. The encoding to the headset could be dependent on the GPU which could be causing the stuttering for AMD and older Nvidia users.
The closest I could get to stutter-free was with the steam version of virtual desktop (wired) with oculus link at 72hz, 80hz, 90hz, and 120hz when matching the display refresh rate by using CRU. 60hz doesn't work reliably for most games over oculus link as 60hz is not technically supported with a wired connection (really Oculus?). The steam version of VD seems to also be inferior for text clarity on the desktop.
Don't read my slightly personal rant:
Its obvious Facebook and Oculus put in 60hz strobing as an afterthought to save battery and performance is some circumstances. I'm doubtful they actually gave any thought to it being used for 60fps content like consoles and YouTube even though this tech would have been a blessing to this community. It's clearly not meant to work for this purpose despite being perfect for it because why else would it be so janky. The Quest 2 probably has the best motion clarity and crosstalk since CRT so why, just why?
For 60hz single-strobing lovers, It still stands that the industry is mostly rigged against us. Not enough consumers and therefore companies understand or care about motion clarity for 60fps content. It's as if console games limited to 60fps aren't serious games anyway so we get few attempts to "bandage" them to look better. It's as if only PC games with higher framerates deserve good motion treatment. We still live in dark times for making 60fps motion look good. Hopefully things keep getting better.
I can't wait for Blur Busters 2.0 monitors to be available and in-stock for my own mental health. The oculus quest 2 is not a great alternative with its jankiness. The fact that playing YouTube videos on the Quest 2 built-in OS still produces stuttering problems is hilariously frustrating.
It appears that even over oculus link (wired to computer), there are still stuttering issues when using the steam version of virtual desktop (wired). This also applies to the desktop in oculus home and in the steam menu.
A potential factor with this problem is that the Quest 2 is not like a monitor in the sense that it is plugged in with a DisplayPort cable. Over oculus link, the usb-3 cable connection is just encoding and decoding a video feed. There are potentially problems somewhere in the encode-decode process that make stutter-free nearly impossible with the Quest 2 whether it's wired or not. This is a huge disappointment for motion purists. It also makes no sense because VR games can be streamed stutter-free but not the desktop. Its clearly designed for VR gaming so they made it work well just for that.
NOTE: If anyone has a higher end Nvidia graphics card, please see if you can get virtual desktop stutter-free as most of my testing has been on AMD and lower-tier Nvidia GPUs. The encoding to the headset could be dependent on the GPU which could be causing the stuttering for AMD and older Nvidia users.
The closest I could get to stutter-free was with the steam version of virtual desktop (wired) with oculus link at 72hz, 80hz, 90hz, and 120hz when matching the display refresh rate by using CRU. 60hz doesn't work reliably for most games over oculus link as 60hz is not technically supported with a wired connection (really Oculus?). The steam version of VD seems to also be inferior for text clarity on the desktop.
Don't read my slightly personal rant:
Its obvious Facebook and Oculus put in 60hz strobing as an afterthought to save battery and performance is some circumstances. I'm doubtful they actually gave any thought to it being used for 60fps content like consoles and YouTube even though this tech would have been a blessing to this community. It's clearly not meant to work for this purpose despite being perfect for it because why else would it be so janky. The Quest 2 probably has the best motion clarity and crosstalk since CRT so why, just why?
For 60hz single-strobing lovers, It still stands that the industry is mostly rigged against us. Not enough consumers and therefore companies understand or care about motion clarity for 60fps content. It's as if console games limited to 60fps aren't serious games anyway so we get few attempts to "bandage" them to look better. It's as if only PC games with higher framerates deserve good motion treatment. We still live in dark times for making 60fps motion look good. Hopefully things keep getting better.
I can't wait for Blur Busters 2.0 monitors to be available and in-stock for my own mental health. The oculus quest 2 is not a great alternative with its jankiness. The fact that playing YouTube videos on the Quest 2 built-in OS still produces stuttering problems is hilariously frustrating.