New to Oculus Rift and need help

If that works with the Vive, give it a try, there are extra pixels and render passes that needed to be pushed to the monitor and GPU... Getting free of that would most certainly leave more performance for the HMD.
 
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Okay, i will invest the 15 €, after doing some searches in the Net, if a VR rig can boot properly without a monitor.

Excellent. Let me know what you find please? I'm still swinging back and forth between Vive and Oculus. Leaning towards Vive for better support and warranty (Europe), but that's for another thread of course.

Sorry for this slight deroute OP. :)
 
Excellent. Let me know what you find please? I'm still swinging back and forth between Vive and Oculus. Leaning towards Vive for better support and warranty (Europe), but that's for another thread of course.

Sorry for this slight deroute OP. :)

No problem, it's interesting reading!
 
Connecting a small low resolution monitor also delivers a load of extra performance. My PC was built for VR exclusively and uses a 13" 800 x 600 TFT as its only display, which i could luckily rescue, before the IT threw em all in the bin.

To me (sorry Frank_G), this sounds like bunkum. You could run a regular HD monitor at 800x600 and get the same effect, if any.
The only difference I can think of is a small reduction in video RAM used by a smaller frame buffer. If ED is running at 2160x1200 resolution for the Rift, down-scaling for the monitor window takes so little of a modern video card's resources its not even worth measuring.
If it works then that's fantastic - but if so, why have trusted hardware sites like HardOCP, etc not found it? Please explain if I'm horribly wrong. :S


@requ1em - sorry mate but I cannot agree.
Running SS=0.65 in ED slaughters, and I mean, slaughters the overall image quality. Knocking 1/3 of the pixels out cannot do anything but.
Yes it pushes frame rate up, but the loss is too great for me. Any improvement is purely subjective. It does sharpen text and lines/edges (because if you over-render using the debug tool first, the overall effect behaves like an Unsharp Mask) but all other image quality metric are severely degraded.
Texture quality, mipmaps become useless, AA in the oversampled image is ruined etc.

Some describe and like/prefer the 'crisp' image quality, and if it works for you - great!
Everyone's mileage varies - for me it's just horrible, significantly worse than the normal debugPD=1.0, SS=1.0 ED defaults. I consider 0.65 SS damaged, and the high frame rate doesn't make up for it. But its cool that FD left the option in there, so players can make up their own minds and balance fps vs. image quality.

@Frank_G - on a headless setup - starting up without a monitor shouldn't be an issue. You could start the PC and simply not have the monitor plugged in.
Windows would probably realise you don't have a monitor, and if you looked in Device Manager, it would probably reflect that, but does the nVidia video card driver aware that no monitor is plugged in? I bet it produces video whether or not a monitor is actually installed or plugged in. Any check would degrade performance, and no gamer is likely to use a headless setup (or use a 1080GTX in a server, unless... bitcoins perhaps).

Headless installs are only really common in the server world, where remote login is de rigeur. But should work fine for any regular PC. Could also remote log in from a second PC if you have one there.

Educate us! :D
 
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Great thread all :) Ordered a DP adapter and I'll mess with the debug tool when I get home instead of using the in-game supersampling. Thanks! [up]

Anyone got any tips on lessening the smearing/god rays?
 
Great thread all :) Ordered a DP adapter and I'll mess with the debug tool when I get home instead of using the in-game supersampling. Thanks! [up]

Anyone got any tips on lessening the smearing/god rays?

You can adjust your cockpit colors to reduce godrays a bit, but overall, you have to live with em. Even 3k$ telescopes have godrays...
 
About the monitor resolution - the only advantage I have found to lowering res while using the DK2 was that it allowed my screens to go to 75Hz. This was handy in the bad old days when the VR was an extended monitor.

Now it outputs in a different way, and I now no longer see any advantage in lowering res or disabling screens.
 
What colors have worked best for you to clear it up?

I use the standard color setup, but greenish suits most people best, i have heard.

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About the monitor resolution - the only advantage I have found to lowering res while using the DK2 was that it allowed my screens to go to 75Hz. This was handy in the bad old days when the VR was an extended monitor.

Now it outputs in a different way, and I now no longer see any advantage in lowering res or disabling screens.

You mean pushing pixels at 60 hz to an unneeded device is creating no relevant GPU load?
 
Correct and I personally hated looking at green all the time.

I adjusted the one found here to the following: http://arkku.com/elite/hud_editor

Change the hud brightness to zero and up the gamma fairly high (set mine to about a quarter from max) and the worst you really get are some rays from highlights in the radar.

Thanks for the tips. I did some messing about and was able to tone down the god rays. I'm still getting a lot of blurring if I'm not looking dead ahead, but I think that's the nature of the beast.
 
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