Yeah, Chillybody, I think you have understand well. Thanks for the long answer. Perhaps I haven’t been very clear on the question. I mean, in DK2 low persistence only switches on when the framerate is 75fps or so, because low persistence is locked to be available at 75Hz mode of the screen. I think the screen can also be setup to work at 60Hz.
So that was my question. If Vive has an option to lock the refresh rate to 75Hz and still have low persistence.
It is an idea that I am having. If we can downgrade Vive from 90Hz to 75, then we can go for 75fps, and it seems not much difference, but in VR reducing 15 frames each second is huge difference. So you have more pixels in Vive than in DK2, and a better lenses, which will improve a lot the current experience we have now with our developments, but maintaining the 75fps as targer framerate and the 75Hz as the refresh rate in the screen, which I think is enough for a good VR experience, will make our requirements as devs a lot much easier without going crazy with tweakings in the optimization part.
Regarding timewrap, didn’t know that Valve hasn’t something there. I was in the idea that they had a similar tech for filling frames when framerate goes a bit down. But I see timewrap more as a secondary help in the mission to achieve the framerate. It is not going to upgrade to 150fps magically.
Anyway, thanks for the help and ideas. I’ll find out everything on this when finally Vive is released and I can grab my hands on it.