Rift, Vive, and Virtual Reality

The fuck? They're saying tethered version doesn't work with AMD graphics cards? How would that work even in theory?
Sorry. arpara tethered VR Headset currently does not support AMD Graphics Cards. As for All-In-One Version, the AMD needs to be RX580 or above. arpara can not support the Spread Trum technology in DP 1.4, and AMD's GPUs in HBR2 above use this technology by default, so we are so sorry to say that arpara tethered can not support AMD graphics cards. If tethered connected to an AMD graphics card, only a 1080p resolution display is normal, and you won't get a clear image like 4K/5K with the normal display. Nvidia's graphics cards don’t use this technology, so they can be used normally.
Is this an issue with how AMD sends DP1.4 via type-C or with direct DP, too? From their requirements images, the basic model requires typexC while the 6DOF model can also use DP 1.4:
Tethered Basic Steam VR: Only for a PC with Type-C Interface that supports DP 1.4 and connects to a discrete graphics card (use a C to C cable that supports DP 1.4 transfer protocol to connect)
 
Is this an issue with how AMD sends DP1.4 via type-C or with direct DP, too? From their requirements images, the basic model requires typexC while the 6DOF model can also use DP 1.4:
They have even direct USB-C option supporting standard DP Alt mode on 6000-series on not sure how older do. So they're using some non-standard mode?
 
Cas is a little 'YouTube' for my taste but they're generally good looks at VR stuff. She has a review version of the plug in Arpara.

Spoiler! - Low brightness and motion blur.

An OLED with “smearing / ghosting?” Is that because of the Micro part or something earlier in the VR chain?

Edit: A comment in this Arpara review says the blurring might be because the headset doesn’t support motion smoothing in Steam VR. Others say it’s because the reviewer tested at 70Hz rather than 90Hz.
 
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The problem with OLED in VR has been if the pixels go black and turn off there is a lot of latency coming back on. And so you get smearing. In VR this is very easy to spot. PSVR avoided the problem by just not actually allowing it to reach black. PC VR, at least the Samsung Odyssey in my experience, allows the total blackness, which is awesome to see, but it smears/ghosts.
 
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The problem with OLED in VR has been if the pixels go black and turn off there is a lot of latency coming back on. And so you get smearing. In VR this is very easy to spot. PSVR avoided the problem by just not actually allowing it to reach black. PC VR, at least the Samsung Odyssey in my experience, allows the total blackness, which is awesome to see, but it smears/ghosts.
Yep. Very few psvr stuff goes real black.

IIRC they are

- theater mode borders
- moss load screen between screens

And yes, they are smeary
 


It should be fun if we get an M1 or variant of it in Apple's HMD. As well as doing the virtual/augmented workspace thing it'll be a pretty capable 'virtual' Mac in it's own right.

Same applies to Valve's next headset. With its AMD SoC, It'll be at least a pretty capable 'virtual' Steamdeck. Not sure you'd want to run Steam games in cinema mode. Maybe keep it to a 20" virtual display!
 
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