skysan4298 wrote:I tried the PSVR on my GTX 1070 FE for both the "mono" mode (a big theater screen) and the 3d VR mode, and I didn't like the low resolution in the 3d VR mode. The 3d VR mode requires a huge performance GPU/CPU to produce 720p or above with 45fps or more. Each eye will need to receive more than 45fps to prevent puking your lunch, so the VR game ends up producing 540p or less to maintain the high fps. The "mono" mode can produce the "screen door" effect since the tiny pixels are magnified and less than a few inches away from your eyes. I heard about a 4K VR headset to give each eyes 1080p, but I heard a couple of GTX 1080Ti SLI to produce 45 to 60fps 4K 3d. A novelty item I think, and the GPU will need to be advanced enough to produce 4K 3d 60fps.
You are using vorpX or some other injector that redirects the game's output to a headset; no proper VR game has a "theatre" mode. That is not the same at all. The whole point of VR is that you exist to some extent in the game world. Your hands grab objects and throw them around, not some cursor. Your character is your headset and controllers. You swing melee weapons physically, aim your guns with the sights to your eyes, and nock and draw your bow with your own two hands. Playing a regular game in VR can not replicate these concepts.
Moreover, vorpX feels very shoddy to use. It ran obscenely poorly when I tried it, and it's supposed to be the better one of the 2D-to-VR wrappers too. Because I've tried it, I can say that there is a big performance gap between a game running natively in VR and a game wrapped into it. Fallout 4 was unplayable in vorpX, but the VR version runs perfectly smooth. Skyrim VR runs smoothly as well. Also, there is some data passed from the games to the VR APIs that allows them to interpolate and account for lost/low frames better. I wasn't able to get it running with Skyrim SE, ENB or without, so it's also a poor case in that regard as well.