Virtual Desktop and systems which allow you to turn off reprojection work well with low framerates. That's how people play X-Plane (whose normal framerate is 40) and No Man's Sky (which can dip below 20) in VR. So you don't need max framerate and for some reason this is not a common knowledge.Imperial Good wrote: ↑Sat, 28. Sep 24, 17:09 My main concern with making X4 VR compatible is that it is very prone to low and inconsistent frame rates due to the nature of the complex sandbox simulation. Generally these properties are not well suited for a VR experience where high, stable FPS is required to avoid motion sickness. I know there are fame interpolation techniques that are used in VR to help reduce motion sickness, especially with respect to user movement, but these may not be fully compatible or useable with the way X4 does its graphics.
Basically you need a system which allow you to turn reprojection and frame interpoluation OFF, while still displaying last frame in correct direction. The only effect of low framerate would be runaway black borders at the edge of your view when you turn head quickly.
Again, this is one of the things that changed. Right now headsets are semi-autonomous, meaning if PC fails to feed a frame, headset still displays the last one and still tracks head rotation. Things were different in Oculus DK2/Rift time when headset was a display, frames were displayed by PC, which is why it needed to run at max framerate at all times.