Why all of the sudden ATW? You guys said ASW. Many times


#1

This is NOT some lost in translation between community manager and engineer. I spoke to an engineer on the Kickstarter. I really am rooting for you guys, but I’m startiing to feel like I’m being treated like an idiot. You can’t just change this up without telling us why, if that’s the case. Maybe many people don’t know why ASW is important or how much smoother (waaay smoother) games are with it compared to ATW but I do. It’s no small change, and likely critical for how much money people will have to spend additionally to enjoy pmx8k. @xunshu


#2

FWIW I believe you already got the reply in the original thread.


Why starting another thread?


#3

It is like Gsync and Freesync at monitors. Similar technology from different sources under a different name, nothing else.


#4

What do ATW and ASW stand for? What’s the difference?


#5

ATW is asynchronous time warp and takes rotational but not positional movement into account, ASW is asynchronous space warp and takes the positional movement into account when generating the intermediate frames


#6

Ah, thanks for the info!


#7

Am I the only one who do not find wobble-vision (ASW) smooth nor pleasant at all?


#8

No it’s not. That is totally inaccurate


#9

It’s better than dropped frames and then some.


#10

I didn’t see this comment.


#11

The distortions I am seeing are most certainly not, but then people have different sensitivity to different things.

(Always better to avoid dropping frames (giving mitigation strategies reason to “kick in”) in the first place, of course… :7)


#12

to be fair it took years for Oculus to make ASW and we are still waiting for Valve’s equivalent, it will be very impressive if Pimax can do it themselves.

But maybe Valve gave them an early version of their version of ASW and this is what they are testing. I’m also wondering how they will integrate brainwrap into SteamVR. It will not be useful if it’s a separate API.


#13

Correct me if I am wrong but this headset is running SteaVR. It’s the SteamVR library that does ATW (or ASW but I believe it does not). The HMD is just the device showing the picture. Pimax is doing neither. Valve is devoloping it.
Brainwarp is being addet by Pimax and if I understood it correctly it mimics what Sony is doing with the PSVR. How they add that to SteamVR I am still kinda confused about.


#14

yes, when they use SteamVR they got valve’s ATW. the thing is Pimax mentioned that they are testing both ATW and ASW so it made us wonder if Valve get them a early version of AWS or are they talking about Oculus’s ASW using revive or if they are doing their own implementation.

I’m not aware of PSVR doing anything close to brainwrap, we know they have a mode to run at 60hz and reproject to get 120hz but that is a very different concept.


#15

I would be careful with comments you pick up from pimax. Chinese culture. They say yes to everything before even thinking if it is possible.
What do I expect from the Pimax 8K?
A somewhat solid HMD with high resolution and FOV running SteamVR.
Brainwarp - I doubt it will even work. Anything additional - nope.

If they manage to pull off the resolution and 200 FOV at 80hz I’ll be happy. The rest would be a bonus but I very much doubt it.


#16

For attention, validation and a need of own space.


#17

Nooo. That’s not even as good as current hmd. 90hz is literally the bare minimum. It’s not the same as 60hz on a flat monitor. High refresh is critical.


#18

Not true. I am with Vr since the DK2. That one had 75hz and it was fine.


#19

Maybe for you. The DK2 was horrendous for me for anything longer than an hour, and I was developing for it over months. It even got so bad at times that just looking at the headset brought on a feeling of nausea and the main reason Oculus upped the refresh rate to 90hz, so did HTC and Sony took it even higher with a drop in resolution.


#20

Hi refresh rate is critical to “presence”, to trick our brains to believing the environment is real so we experience life like emotions (fear, joy etc). As soon as this becomes “less-presence” then we feel uncomfortable which leads to nausea, dizziness etc. Some people can get their VR legs with extended use but this is not all users.

The Hz refresh rate is also just one part of gaining presence in VR, resolution, motion-to-photon, latency etc all contribute to eye fatigue (which leads to nausea) if they are below a threshold. That minimum threshold is where we are today, we want to keep improving on it to get closer to natural presence as much as possible. That is years off though.