Ok, I'm home and did some testing and screenshots. Disclaimer: I am not an engineer, developer, journalist, or critic; and not a stakeholder in FDEV, Oculus, Nvidia, or anyone else. I'm just a dude who likes video games and flying spaceships. Here we go...
The Facts
3 Categories tested all with the following settings:
CV1 App Version 1.9.0 / SDK 1.8.0 / Nvidia 373.06 Drivers / Win 10 Pro Anniversary Edition / Elite: Dangerous 2.2 Beta6
ASUS Maximus VI
i7 4790K
MSI GTX1080 Sea Hawk X
4x ADATA 4GB DDR3 1600MHZ
Samsung 850 EVO 500GB
Ultra Setting: with Bloom and Blur turned off 'cause I dislike both. (Not VR Ultra, but regular Ultra)
Texture Quality High Bloom Off Blur Off AA SMAA Ambient Occlusion High FX Quality High Depth of Field High Reflections Quality High Material Quality Ultra HMD Image Quality x1.0 Galaxy Map Quality High Terrain Quality Ultra Shadow Quality Ultra Terrain Work 50% Terrain Mat Quality High Terrain Samp Quality Ultra Jet Cone Quality High
Asynchronous Space Warp (ASW) Enabled via REGEDIT, set to AUTO (which kicks in at 45fps)
I did the testing on the new Fighter Tutorial and Docking / Travel Tutorial for all 3. Did not test SRV travel as I just finished an 84 hour work-week, and I'm exhausted and going to bed ASAP.
Screenshots:
Test 1 / Debug SS 2.0 Album
http://imgur.com/a/DHp11
Test 2 / Ingame SS 2.0 Album
http://imgur.com/a/GZMvv
Test 3 / Ingame 1.5 Album
http://imgur.com/a/xB3K3
The Opinions
Thoughts:
Test 1 / Debug SS 2.0: Felt fine for the most part. As you can see, it's in ASW mode the entire time, and it occasionally dropped below 45fps during high intensity action, I tried to take shots during the heaviest loads. There are occasional hitches, but not the constant jutter we saw before ASW. When you move your head around, there is essentially no jutter what so ever.
Pros: It looks gorgeous (for VR) and everything is easily legible.
Cons: Occasional hitching when FPS dipped below 45fps (fighting / transiting within station)
Recommended? Not unless you're only interested in flying around in space.
Test 2 / Ingame SS 2.0: Pretty much identical as above. I was expecting to take a little bit more of a hit on performance using the Ingame Super Sampling vice Debug, but it felt pretty much identical. See above.
Pros: It looks gorgeous (for VR) and everything is easily legible.
Cons: Occasional hitching when FPS dipped below 45fps (fighting / transiting within station)
Recommended? Not unless you're only interested in flying around in space.
Test 3 / Ingame 1.5: It's a mix of ASW and standard. For me when ASW kicked in, it was mostly flawless. Apparently some people are more sensitive than others, but I noticed nothing and wouldn't have known unless I was watching the FPS counter and saw the switch take place.
Pros: It looks pretty great (for VR) and everything is still easily legible, negligible hitching/jutter
Cons: Some people are sensitive to ASW or simply prefer standard 90fps
Recommended? Sure! Personally I'm going to tweak things a little bit since I'm needlessly kneecapping myself on some of these settings just to stress ASW. Looking forward to seeing Dr. Kaii's optimal settings when 2.2 is official.
Wrapup:
ASW is a win in my book, but I'm just one CMDR out of many, so you'll have to come to your own conclusions based on your own experience and preferences. I'm excited about ASW, and I think it's going to enable a lot more users to get into the VR game and help those with a healthy gaming budget to get the best graphical fidelity out of VR. ASW has brought be back into Elite: Dangerous VR! [up] Thanks for reading, and good luck with the rest of the Beta.
Hi Jypson
You do not need to use the Debug tool in 2.2 beta anymore. Just use the HMD image quality (this is pixel density) and Super Sampling from within the Elite graphics options.