The auto-resolution scaling system, as described in a Steam Community announcement today, measures "how many 'VR megapixels per second' we believe your GPU is safely capable of for the majority of applications available." That number is then used to calculate the appropriate native resolution for the VR app being run, regardless of the display resolution of the attached VR headset. Now, with the impending release of the higher-resolution Vive Pro, Valve is updating SteamVR to ensure that higher-end headsets will work well at a variety of GPU power levels. ![]() Further Reading Eyes-on with the HTC Vive Pro: Not a revolution, but also more than resolutionJust before the launch of the SteamVR-powered HTC Vive in 2016, Valve released a hardware testing tool to establish a minimum GPU power baseline for virtual reality.
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