Increases the quality of the middle with sacrificing corner resolution. This is actually result almost the same effect as fixed foveated rendering. Under the Quest Link tab, you'll find the following settings. The headsets ASW cannot handle the image we'll throw at it and will glitch out now and then with occasional frameskip.įurther settings will be set via OTT, which can be downloaded from: "c:\Program Files\Oculus\Support\oculus-diagnostics\OculusDebugTool.exe" app. Most advanced settings will be set via OTT, but you should disable Mobile ASW in You have to set it after every Windows startup.) (Sadly OTT is abadoned and not compatible with Quest 3, you have to use the Debug tool and while most settings are persistent, FOV is not. The 1.5x or any other number is meaningless, it is NOT oversampling (hence it changes with refresh rate too). Note: According to oculus dev info, if everything else is unchanged 5408*2736 should lead to closest to 1:1 rendering resolution of the panel after distortion. In the oculus app, under devices/graphics preferences, you should set the maximum resolution, and the refresh rate your hardware and brain can handle. There are a lot of hidden settings and even the stock one lacks proper description, so here are the Quest 2 settings you should aim for. My actual optimized ingame settings are (RTX 3080 + Oculus Quest2): It can be found at the bottom of "c:\Users\*****\Documents\Assetto Corsa Competizione\Config\vrSettings.json as "spectatorScreenMode" line. You should also set the monitor output to either 3 (mirror of HMD output) or 0 (disable). It is a personal preference, but i would suggest over 150% dependant of how much temporal flickering you can handle. VR Pixel density controls the oversampling, optimally it should be 200% but above 150% it really starts to clarify the image on my HMD.Īnd finally sharpening, basicly this is where the UE upsampling beats the DLSS. ![]() Over 150% VR pixel, the gen5 yields better image upgrade than a bit higher oversampling. The old one is a bit faster, but less stable temporaly and bit more blurry. If you are struggling to keep the desired FPS with 50% render and 150% VR pixel, you can turn off Gen5. This is very important since it affects the performance a lot, but increasing it instead of VR pixel density yields less quality increase. ![]() Therefore it is best to do as much oversampling as your hardware can manage and utilize the UE temporal upsampling in order to reach good performance.ĭLSS (i've tried most of the version via DLL injection) and FSR both are far behind in clarity compared to the UE gen5 TAA.įirst, unless you maxed out VR pixel density, keep the resolution scale at 50%. ![]() Since all HMD input pictures are warped, there is no way to render the image natively to the screen.
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