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