this post was submitted on 06 Aug 2024
77 points (98.7% liked)

Steam

10327 readers
18 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
 

Please leave a comment on this community post if it is impacting you, to let Valve know this is an important issue.

you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 20 points 3 months ago (1 children)

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.

[–] [email protected] -4 points 3 months ago* (last edited 3 months ago) (1 children)

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

[–] [email protected] 7 points 3 months ago

Yes headsets don't support VRR which is why it's so crucial to get the timing right