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SteamVR introducing Async Reprojection

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by noorbeast, Oct 26, 2016.

  1. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Steam is taking a leaf out of the Oculus playbook and has introduced Async Reprojection in the latest Beta: https://steamcommunity.com/games/250820/announcements/detail/599369548909298226

    Both SteamVR and Oculus approaches to Async support are there to improve the user experience in circumstances where the software does not maintain 90fps.

    Notes on SteamVR async reprojection:
    1. Requires Nvidia driver version 372.54 or newer.
    2. AMD not supported in this version.
    3. Can be disabled in SteamVR settings under Performance by unchecking "Allow asynchronous reprojection".
    4. Current status is listed in the lower left section of SteamVR Settings (Async Reprojection On/Off). If you have "Allow asynchronous reprojection" checked, but are still seeing Async Reprojection Off on the left, this means it is not supported on your current setup - see above for requirements.
    5. Frame timing graph has been updated to show the number of times each frame has been presented (white line in the stacked cpu graph) and the number of times each frame has been reprojected to a different vsync than originally rendered for (red line on the stacked gpu graph).
    6. "Allow interleaved reprojection" checkbox still applies in async mode. It controls whether the application is dropped to 45hz when not making framerate, or if it is allowed to get further and further behind until a frame winds up getting presented twice. This leads to less positional judder, but that judder is more random (which tends to be more annoying).
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