For traditional VR headsets, this goes through minor processing (warp/distortion) and is sent 1:1 to the VR headset's screen. The final rendered frame at this point is the highest quality it can be. Nothing particularly special here you need GPU power to process graphical effects and a 3D world at high resolutions like 3616x1840 at 90Hz. Games are rendered at whatever resolution and quality your GPU can handle. Here's a short-but-lengthy explanation as to how rendering works for VR headsets also that explains why the GPU encoder is important. AVC = H.264 and HEVC = H.265 Oculus references AVC/HEVC but others do H.264/H.265.AMD Link (the streaming stuff built into Adrenaline drivers) is only mentioned in this thread once and isn't relevant for VR.ALVR and ReLive VR are also 3rd-party alternatives to Oculus Link.VD is Virtual Desktop, the most popular PCVR software, and is a 3rd-party alternative to Oculus Link.Most of this thread talks about Oculus Link, as in Oculus's official PCVR software.It can't be hard for AMD to attach a Quest 2 to those test machines they have. Overall, I'd like AMD to improve their encoder stack or to come out and say why others are using it wrong, and to not break official Oculus Link every few drivers. This will only get worse with higher refresh rate and resolution headsets, and AMD should be sweating if Cambria keeps the same Link encode/decode process. The Quest 2 overall experience was notably better with the 3060 (higher encode resolution for 90 and 120Hz), even though the 6600 XT has better raw-performance. I believe I was the first person to make a point of this publicly with the Quest 2. The Quest 2 was a muddy compressed mess, and I had to figure out why. I was coming from a Rift CV1 with the same GPU. This first became an issue for me when I got a Quest 2 with a RX 580. AMD should be dedicating a large chunk of resources to make this experience as great as possible, instead of seemingly just making their stack good-enough for lossy 1080p Twitch streaming. This is more of a rant as I don't expect a forum post to kick a fire under AMD to address this, but I would like to try to understand what AMD is trying to do here? Pushing raw data over display cables isn't the future for VR headsets, and GPU encoding is seemingly here to stay for a while. AMD's already known for not being the best for GPU encoding, and that is spreading to the VR community as well (check some NV vs AMD Quest 2 threads). AMD doesn't seem to put effort into their encoder stack beyond AMD Link, and they don't care about breaking support widespread for the most popular and affordable headset, further cementing the rumor that AMD sucks for VR. AMD is well aware that their driver on their supported Polaris platform has been broken with a popular piece of software for PCVR since 2020. Notably the VD issues have been reported to AMD, and the main VD developer has (reportedly) also discussed the issues with AMD. AMD broke Oculus Link with the May preview driver, in all 3 22.5.2 drivers, and also 22.6.1, without any known-issue notes, and there are floods of reports about this as of lately in various communities (it's also with other VR headsets).Virtual Desktop claims HEVC last worked on 5000/6000 GPUs with driver 21.10.2 (there are no known-issues in the driver notes about this).AMD broke Oculus Link support entirely for 5-6 driver releases starting with 20.11.2.Virtual Desktop has display driver crashes on Polaris on any driver above 20.10.1 (Oct 2020).Varjo Aero doesn't support any AMD GPU (they don't specify why directly, but I heard somewhere it was encoder-related).Oculus doesn't support HEVC encoding in any situation with any AMD GPU today (they do HEVC for Oculus Air Link on NVIDIA) (see a post below for a registry mod). It uses the GPU encoder, and I've ran into too many issues with encoding in-general and gotten too many vague answers as to why that all seemingly point to AMD. I didn't think much of a GPU encoder prior to getting a Quest 2 VR headset.
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