I could be guessing wrong, but it looks to me like, with that latest SteamVR beta, Elite's HMD Quality may now be a multiplier *on top* of the RenderTargetMultiplier in your SteamVR config, instead of supplanting it, the way it did before.
The blurriness seems to stem from your now even larger frame buffer consuming the lion's share of your video ram, leaving very little for textures, so you become stuck with lower levels of detail.
...so the solution to your problem appears to be to reduce your HMD Q to 1, or whatever ultimately produces the old value of 2, together with your SteamVR supersampling value. That should return you to your previous effective settings.
I am definitely going to consider torturing my wallet with a 1080ti when they appear. Even if their power is not /that/ much better, ED could obviously use any extra memory they might offer. I have configured for planets to use 8k textures, and tried to do the same for the skybox, but that led not only to insane stuttering in the the hyperspace tunnel, whilst generating it, but after a couple of jumps, DirectX would throw its hands up in the air and complain about not being able to allocate buffers (980ti here). Looked amazing though. :7
In other "news", my Vive suddenly became a whole new HMD for me, an hour ago:
Finding it beginning to become a little hard to focus really close up (half a metre or so), I bought a pair of cheap glasses for bed reading, today, and on a whim decided to try them in the Vive. -Well, what can I say... The screen door effect was always very apparent and sharply defined to me, but doubly so with the glasses, and the whole imagery got sharper along with it. Everything also looked suddenly larger, and the rills of the fresnel lens became defocussed and much less annoying, losing both their definition and "doubling" effect, even though the amount of additive light remains about the same.
This strikes me as rather odd, since the Vive is hardly supposed to present the equivalent of a 0.3m focus, which is the only distance, plus/minus a scant centimetre, at which I am getting focus with the (+1.5) spectacles in real life, but if not infinity, then at least a metre or two.
I am not going to look a gift horse in the mouth though: Things frankly look almost as sharp as in the Rift now, to me, even with the higher PPD of the latter. Unfortunately it also seems to come with some of the image distortion that the Rift has.
After this revelation, I fully intend to try a set of different strength lenses for best effect, and then order some lens inserts from VR Lens Lab.
The blurriness seems to stem from your now even larger frame buffer consuming the lion's share of your video ram, leaving very little for textures, so you become stuck with lower levels of detail.
...so the solution to your problem appears to be to reduce your HMD Q to 1, or whatever ultimately produces the old value of 2, together with your SteamVR supersampling value. That should return you to your previous effective settings.
I am definitely going to consider torturing my wallet with a 1080ti when they appear. Even if their power is not /that/ much better, ED could obviously use any extra memory they might offer. I have configured for planets to use 8k textures, and tried to do the same for the skybox, but that led not only to insane stuttering in the the hyperspace tunnel, whilst generating it, but after a couple of jumps, DirectX would throw its hands up in the air and complain about not being able to allocate buffers (980ti here). Looked amazing though. :7
In other "news", my Vive suddenly became a whole new HMD for me, an hour ago:
Finding it beginning to become a little hard to focus really close up (half a metre or so), I bought a pair of cheap glasses for bed reading, today, and on a whim decided to try them in the Vive. -Well, what can I say... The screen door effect was always very apparent and sharply defined to me, but doubly so with the glasses, and the whole imagery got sharper along with it. Everything also looked suddenly larger, and the rills of the fresnel lens became defocussed and much less annoying, losing both their definition and "doubling" effect, even though the amount of additive light remains about the same.
This strikes me as rather odd, since the Vive is hardly supposed to present the equivalent of a 0.3m focus, which is the only distance, plus/minus a scant centimetre, at which I am getting focus with the (+1.5) spectacles in real life, but if not infinity, then at least a metre or two.
I am not going to look a gift horse in the mouth though: Things frankly look almost as sharp as in the Rift now, to me, even with the higher PPD of the latter. Unfortunately it also seems to come with some of the image distortion that the Rift has.
After this revelation, I fully intend to try a set of different strength lenses for best effect, and then order some lens inserts from VR Lens Lab.
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