That automatic resolution downscaling will never dip below the 1080×1200 per eye minimum set by the Vive and Rift, though, and can be overridden in Steam's Video settings if you want to push your hardware a bit more than the recommended level. If your gaming rig can't quite hit the maximum display resolution and frame rate of the Vive Pro (or future high-end headsets), SteamVR will automatically render your VR apps "at a slightly lower resolution" to maximize clarity while providing a consistent frame rate. The effect of that change will be most apparent on high-end headsets like the upcoming Vive Pro (which includes two 1400×1600 resolution displays) and certain Windows Mixed Reality headsets, but this kind of native "supersampling" can improve the clarity of VR apps even on years-old, "low-end" headsets like the Vive and Oculus Rift (which both have dual 1080×1200 displays). ![]() That means systems with high-end GPUs will automatically see VR apps "up-res'ed" to "fully utilize" the power of the graphics card, Valve writes. ![]() 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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