Just bought one for cheap so this is really helpful
@gufo20204 ай бұрын
Many thanks for all your effort from my N3Link !! It's really a shame that this headset hasn't received any attention from Pico!! 😒
@virtuallyreal4 ай бұрын
My pleasure!
@philneitz4 ай бұрын
Thanks for keeping us updated - will unpack my N3L for this to test :) And thanks for including my old Walking Dead S&S workaround - was surprised to see my discord tag 😁😁
@theoldgitwatgames46404 ай бұрын
Thanks for all the time and effort, community has stepped in where pico should have and helped make the PN3L the best bang for the buck or quid, PCVR headset out there. Now if only some wizard on the discord could make the thing work over DP on linux :-) well I can dream ;-). Once again really appreciate the effort made, clear concise intructions no fluff or cobblers, thanks a lot
@HDRGamingHub4 ай бұрын
The Quest fanboys will disagree.
@theoldgitwatgames46404 ай бұрын
@@HDRGamingHub They can disagree all they like, Quest 3 for standalone can't be beat, but for PCVR it's still a compromise. I had a quest 3 (in fact I had 3 and each had dead pixels) and I also use a Quest pro (I still have the Quest pro as the Q3 isn't that much better), and neither of them are as good as the PN3L when used for PCVR, admittedly the pancake lenses are good but you still lose visual clarity from compression. Quest 3 is £479 and the Pico is currently £171, so quest fans can whistle 😉
@Rave-agent4 ай бұрын
Thank you again for this. Your contribution to this headsets performance should entitle you to a blue plaque on your wall. It will match your cape nicely.
@virtuallyreal4 ай бұрын
😆 thanks!
@mikkelkeller62104 ай бұрын
I really appreciate your work with the Pico Link driver!. However, can you explain why I should use the presets and not just change the slider in SteamVR?
@virtuallyreal4 ай бұрын
Please see the replies to 'just posteds' comment. TLDR, is driver forces a render scale ontop of distortion profile, netting sharper results than steam vr which has it's own scaling to keep within original viewport size. You can test this by changing driver to 1.0 render scale, (1832 x 1920) and then crank the steam vr slider, you won't even get it close to the same visuals you get by default driver settings (1.5 render scale)
@justpostedagain4 ай бұрын
Thanks, as ever, for that comprehensive walkthrough and toolkit. Can you help me understand the resolution options with the combination of resolution presets, the Leros tool and SteamVR settings? I feel a bit dumb, given how carefully you have explained it and even written it all out, but there you go. I think the idea is to set the default resolution via one of the drag and drop files. Then I should be able to reduce them in game by dragging the SteamVR slider or via the Leros tool. But when I drag the slider nothing seems to change in game. Do I just have to restart? I don't seem to be able to change anything in the Leros tool - I can see the numbers etc by running the .exe but can't change them (I've done the user permissions thing). I'm not sure that tool gives me any benefits over the presets/SteamVR slider, if all I'm interested in changing is the resolution. Other than to reset SteamVR without leaving the game. Is that right?
@virtuallyreal4 ай бұрын
Starting, change steam vr video settings to manual 100% not auto The new step 2 will change the 100% value to steam vr ( if using anything other than 1.5) but that doesn't mean it gives the same image as simply raising the steam slider to similar values, the driver gets a better image, at no performance difference. So say you set 2.0, beat saber runs fine and looks great, but then you want to do fallout 4 or msfs, that stupidly high resolution will be a bad time 😂 You can either be lazy like me and just use the steam vr per game video settings to lower to whatever Res is actually doable ( 50% slider say ) and it will only change that one game, leaving you to still benefit from 2.0 everywhere else. Or, you can use different preset, but you need to restart steam vr to see that new 100% global resolution value and that's changing everything, including any percentage per app settings you done. Leros tool is essentially a way to edit the values without looking at desktop or reaching for keyboard. Any changes you make to the ini file through either manually doing it yourself, transfer of preset step 2 or through Leros overlay, you will need to make save changes, exit steam vr and start steam vr again. Leros tool just has a handy kill process and boot button you can click, as otherwise even if you were using steam vr desktop view to do the desktop stuff, when you exit you will be blind ( black screen ) and need to go to pc and open steam vr again Once you find a good render scale value for the games you mostly play on library, then it's not really something you need to change again. If you do feel that you have alot of headroom spare ( use steam vr frametiming tool ) then instead of raising steam vr slider above 100 to say, 150 or over, just use a higher preset, or just use Leros tool to edit the render scale of rvrplugin to a higher value and click the button in the tool to restart steamvr
@virtuallyreal4 ай бұрын
Some games don't react real time to steam vr slider changes, both global and per app, so you'll need to exit game and launch again to see Annoying, but that's why I only ever adjust down, if it's running like crap, I knock it back to what the standard resolution per eye would be in per app, instead of changing all games by adjusting the global Res
@virtuallyreal4 ай бұрын
To clear up last bit, global Res 100% is the resolution figure per application video settings will see So let's say you had 80% global giving hypothetical 2300, then if you went into per app video settings it will say you are at 100%, but it's 2300. Meaning the % value is taken from global, not actually represented as the true 100% Which is why I just recommended finding that sweet spot for whatever the global 100% will be and adjusting per game, you know how much it is actually knocking off then
@juu2264 ай бұрын
@@virtuallyreal So if i go from 2748x2880 to 70% using steamVR slider it will be 2300x2408 and to match it in config I should use RenderScale=1.1979166666666 and it will have the same resolution but with better, cleaner image? What about FOV settings? I see on my original RVRplugin it is 101 vs 94 here, does it impact resolution somehow? Also there is new line HeadToEyeDepthMeters - on your configs is always 0.0 exept "DEFAULT settings (unlocked) - Not needed" folder where it has value 0,038? I don't see that command in original ini Is it mean that original (default one) is 0.038? Sorry for so many questions :)
@virtuallyreal4 ай бұрын
@@juu226 @juu226 render scale you want to keep a single decimal as this value now applies to the 1920x1832 in distortion.dll, both height and width together, you've already noticed steam vr doesn't give same numbers even if you go 150% slider on after setting render scale to 1.0, it won't match the default values of 1.5 render scale, but you'll find you can get close enough number match, and if spending the time doing comparisons will certainly feel the better edge to edge clarity from doing it higher in driver compared to steam vr Fov setting is actually 93.4 for display port, the 101 is for the wireless (the driver is tapping into it's in file for easier changes). Both have different distortion and viewport sizes, while you are free to increase Fov it will break the image, the slight correction to fov and the head to eye distance corrects some of the barrel distortion/ background shift when looking side to side at something like overlays, cheap hack really to avoid very lengthy changes in distortion.ini (I spent months messing with those- it's hard to do without proper calibration machines) All of the values inside ini file you would get in a fresh install of Pico link aren't for the DP mode at all, it never reads anything from that file, I needed to change those values even for default when the driver starts reading that same file, which is why I warn the image in wireless will get messed up, as it will still read that file in wireless mode only now the values are completely wrong for it. If you want to change separate height and width resolutions, do not use render scale as instructions say, get recommended target will let you set individual per eye numbers But, you have to factor in that anything not a perfect scale will cause softness in image as you create a difference to the original viewport ratio. (Why the exact pimax crystal resolution looks like crap for it's resolution) The more resolution you push in driver, the further out the clarity gets. The unlocked drivers won't offer something like oculus debug tools where you can change fov for performance saving or squashing for supersampling, that is already a thing within steam vr per application video settings, you will need to restart some games for fov cull to actually reduce the render load, as something like HLA will actually increase GPU load when reducing fov as it supersamples,l (looks incredible with something like 2.0 profile and 50% letterbox fov) .... until game is restarted of course, then it applies the lower resolution for fov cull
@KobeyGrangaard4 ай бұрын
i gotta ask you something im have a ton of problems getting my pico 4 to connect to steam vr through streaming assistant how do i connect them like i know how to do it but its not connecting to steam vr?
@KobeyGrangaard4 ай бұрын
im doing it through wireless it wont let me do wired
@mustdobetter67484 ай бұрын
Need a bit of advice - using a 3080 and getting what I think are frame drops in Assetto Corsa Competizione. it's almost like the image pauses for a split second occasionally, but the FPS still shows 90. any thoughts?
@virtuallyreal4 ай бұрын
ACC is a bit of a mess in VR Could be shader compilation stutter from unreal engine. If lowering all settings down low, resolution to potato and no cars on track still does it, then it's definitely shader complication, nothing you can do unfortunately. Don't run anything like fpsvr, instead use steam vrs Frame timing tool, you'll likely see a red line from drop.
@mustdobetter67484 ай бұрын
@@virtuallyreal thank you very much. i'll give that a go.
@HDRGamingHub4 ай бұрын
Disable the Steam VR Home. It was causing stutter in most games to me.
@CSZen-b6d4 ай бұрын
I recently got this HMD after seeing your videos and noticing it on sale at Amazon. I'm using your custom drivers and followed your instructions. It's all working great and looks better than I would have expected. However, I have noticed that there is a slight offset in either the distortion, the fov or some other scaling issue that creates a very slight fisheye effect when rotating my head. It's something not present on my older DP Oculus HMD. Is this normal for this HMD? I've only been using the DP, because I have no interest in standalone.
@virtuallyreal4 ай бұрын
Headset placement here really matters as the lenses don't blur Iike others but will distort, doesn't help the supplied faceplate puts you very far from lenses increasing risk of not fitting correctly. Rather than tweak distortion values try get closer to lenses if you can and have a reference to look at while adjusting headset up or down, for me both picos sit quite far down on my face compared to my oculus headsets.
@CSZen-b6d4 ай бұрын
@@virtuallyreal Thanks for the response. I have noticed that these lenses seem better than my last HMD, so it makes sense that there would be a con. I have looked into making a custom faceplate and buying all the other parts, but the cost was building up. For now I have ordered a relacement official facial for this HMD from Ali, which I plan on cutting up to about half the depth and for it to mould to my face better. It was around a tenner and should be here at the end of the month or early July. If it works then I may look into making something better or just settle with it. Either way, its a good little HMD for ~£200. Again, thanks for your time and all the work you have done.