How to get Elite in VR looking CRYSTAL CLEAR.:D

Cheers Alec and think it should be shared as I bought a PC over the Elite recommended VR specs and spent about a week now trying to work out why I couldn't hold 90fps everywhere! ASW mode seems to be the new VR base line. I'll chuck in for information - following your EDprofiler setup - I can just do it on a 1070 with a i6770 if I turn Super Sampling down to 0.75. I'm actually going back to max graphics and dipping into ASW mode in places like Hazres sites and planets as I didn't find it so bad. Great work all o7
 
Hi,
I just got a Vive yesterday. I have an overclocked GTX 1080 (2050 core, +400 memory) and i7 6700k@ 4.5ghz. 16GB DDR4 @ 3200.

I am having trouble figuring out how to get the settings like in this thread. Whenever I enable HMD mode in Elite my FPS locks at 45 FPS. It doesn't move no matter what graphics preset I use (VR Low to Ultra, always 45 FPS). This happens even if I just launch the game with the VR headset off. IN regular mode I could easily run at 120+ fps. Could someone help me figure out what I'm doing wrong?
 
Hi,
I just got a Vive yesterday. I have an overclocked GTX 1080 (2050 core, +400 memory) and i7 6700k@ 4.5ghz. 16GB DDR4 @ 3200.

I am having trouble figuring out how to get the settings like in this thread. Whenever I enable HMD mode in Elite my FPS locks at 45 FPS. It doesn't move no matter what graphics preset I use (VR Low to Ultra, always 45 FPS). This happens even if I just launch the game with the VR headset off. IN regular mode I could easily run at 120+ fps. Could someone help me figure out what I'm doing wrong?

I don't know how this works on the Vive but this sounds like the equivalent of the Oculus ASW (Asynchronous Space Warp) thing (which kicks in when your game is struggling to maintain 90fps, locks you to 45fps and then generates it's own in-between frames to emulate 90fps). In the Oculus you turn this off by pressing Ctrl+Numpad 1. You need to find the Vive equivalent I suspect.
 
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Hi,
I just got a Vive yesterday. I have an overclocked GTX 1080 (2050 core, +400 memory) and i7 6700k@ 4.5ghz. 16GB DDR4 @ 3200.

I am having trouble figuring out how to get the settings like in this thread. Whenever I enable HMD mode in Elite my FPS locks at 45 FPS. It doesn't move no matter what graphics preset I use (VR Low to Ultra, always 45 FPS). This happens even if I just launch the game with the VR headset off. IN regular mode I could easily run at 120+ fps. Could someone help me figure out what I'm doing wrong?

Are you using the SteamVR beta?
 
- "Asynchronous reprojection"
- "Interleaved reprojection"

One or the other I think - not both.

I'm running async reprojection only.
 
I am trying to follow the advice on this thread to maximise the ED guardians experience on my Vive. I have 988ti 6700k.
Am I going crazy? How do I adjust HMD quality within ED when it does not show on my list? After Material Quality, the next on the list is Galaxy Map Quality, ie, no HMD quality shows as an option as in the screenshots commonly posted. Is there another setting somewhere that makes this visible/ not visible? Also, should I reset chaperone switcher to default (or 1.0?) or is it irrelevant now as other settings override this? Any other settings advice from 980ti users who think they have cracked it and are pretty happy with how ED is looking now? Thanks in advance.
 
Probably a stupid question but are you changing these settings whilst using the Vive ?
Pretty sure the HMD quality is only shown on headset detection.

As for the chaperone I'd start at 1 and use the in game settings first. I'm under the impression that's what HMD does but I have see that others are using 1.2 as a starting point.
 
UPDATE 11/19/16: I have changed the following settings in order to achieve better performance at stations, res sites and planets:

Chaperone Tool Render Target Multiplier: 1.2

HMD Quality: 1.25

Remember, make sure to opt into the SteamVR Beta so that you can utilize Asynchronous Reprojection which will ensure your experience is as smooth as possible.


---UPDATE ENDS---



UPDATE 11/15/16: I have applied the following settings that work best in 2.2 with the Vive and my PC.

These settings with 2.2 actually look superior to anything I ran in 2.1 :D

Chaperone Tool Render Target Multiplier: 1.0

HMD Quality: 1.75 - 2.0 (depending on how OC'd your 1080 happens to be.)

Everything else:

http://lookpic.com/O/i2/98/FWjBSb4r.jpeg

If you haven't already, be sure to opt into the SteamVR Beta so that you can utilize Asynchronous Reprojection which will ensure your experience is as smooth as possible.


---UPDATE ENDS---



UPDATE 8/12/16: I have found the BEST software for recording VR gameplay to be Mirillis Action! I'm now able to record 1080p 60FPS footage, stream to Twitch and play in VR at the same time without any issues. :D

For anyone interested in how the footage looks, feel free to check out my latest 1080p 60FPS video!


---UPDATE ENDS---



ORIGINAL THREAD

VIVE

For those of you who don't already know, there are some things you can do to make Elite in the Vive crystal clear!

First, make sure you have turned off Desktop Game Theater by navigating to Steam>Settings>In-Game. Having this disabled should provide more FPS.

Also, if you haven't done so already, get your IPD (Interpupillary distance) measured by a professional. Ensuring your IPD is set correctly using the dial on the side of the HMD, will make a difference in comfort and clarity.

Next, get the Chaperone Tool made by Bilago below: (Be sure to run as Administrator)

https://www.reddit.com/r/Vive/comments/4qguq9/updated_yet_again_chaperone_manager_supersampling/

Depending on your system specifications, you'll want to set the Render Target Multiplier within the tool anywhere at or between 1.5 - 2.0. You can go lower if you have anything weaker than a 970 or even experiment with a higher setting. However, you might need something like the new Titan X or future 1080 Ti and AMD Vega GPU's. Essentially, try taking it as high as you can until you experience performance issues, then back it down by 0.1. Also, make sure you lower your in-game Super Sampling to 0.65. Some people have reported an in-game setting of 1.0 being optimal, whether your in-game setting is 0.65, 0.75, 0.85, 1.0, 1.5 or 2.0, this is something you'll have to experiment with. From what I've observed, there is minimal image quality loss in the Vive by lowering the in-game setting but the framerate increase is MASSIVE and what quality is lost is made up for with a higher Render Target Multiplier.

For reference, I'm able to play, stream and record the game all at the same time, with a 0.65 in-game SS setting while running a 2.0 Render Target Multiplier, powered by an i7 6700k @ 4.7 GHz and GTX 1080 @ 2057 MHz. (You don't necessarily need to OC as high or even have the same gen i7 as I do to see similar results) Everywhere I go is super clear and smooth as butter. You should be able to do the same with similar hardware. If not, just lower the Render Target Multiplier by 0.1 until things are smooth.

My full system specs are as follows:

- Elite: Dangerous installed on a 512GB Samsung 850 Pro SSD

- G.SKILL Ripjaws V Series 16GB (2x 8GB) DDR4 RAM @ 3200 MHz

- ASUS ROG Strix GTX 1080 @ 2057 MHz

- i7 6700k @ 4.7 GHz (I've noticed that when I try to play at 0.65/2.0 with my 6700k at its stock 4.0 GHz, jitter becomes apparent in places like stations. However, when I OC it to 4.7 GHz, the jitter vanishes. Reprojection at places like stations still kicks in, but because I'm able to maintain at least a minimum of 45 FPS, it can work as intended, keeping everything smooth and jitter free. CMDR Imski has reported that things are still smooth at a 4.4 GHz CPU clock.)

Keep in mind that the Render Target Multiplier within the Chaperone Tool is a global setting that will make everything you look at within the Vive much sharper. You may need to change this setting depending on the game. (If you're a lazy 1080 user :p and don't want to mess with a different multiplier each time you play a different game, a setting of 1.5 seems to be the sweet spot across the vast library of Vive games.)

VIVE UPDATE: Some GTX 1080 users report similar visual fidelity with an in-game 1.0 and Render Target Multiplier 1.4 when compared to an in-game 0.65 and Render Target Multiplier 2.0. (As a GTX 1080 user, I'm in the process of trying to determine which setting provides the best performance) In my case, I currently prefer the latter due to the added benefit of better looking visuals globally. This means not just Elite but everything from the Steam Menu to the camera looks far superior. Also, I find it especially useful in my situation because I have a Twitch chat window in my cockpit which takes advantage of the global 2.0 setting. Due to the vast differences in preference and hardware, everyone should test variations of in-game SS and Render Target Multiplier settings and come to a conclusion based on what works best for them.

For anyone interested in my other graphical settings, they can be found below:

http://lookpic.com/O/i2/1006/0wDhSj6o.jpeg

For those wondering, this is EDProfiler and it can be found here.


NOTE: This tools Super Sampling setting previously needed to be manually set within the graphics options when you launched the game. The latest version has fixed this issue. Manual setting of Super Sampling is now no longer needed. Thanks drkaii!

Finally, for those wondering about HUD color, you have the capability to change it from the default Amber color. Doing so, has a huge impact on the legibility of text, and the HUD intensity has a huge effect on the amount of Fresnel Glare. I'll post my settings and some others shortly so that you can experiment. My latest video shows off the HUD color I've decided to go with. In the meantime, you can check out this HUD editor if you want to get started right away.

BOTTOM LINE: Elite still needs more Vive optimizations, there's no doubt about that but my findings seem to indicate that the in-game SS is extremely inefficient when compared to Bilago's Chaperone Tool. I still get some reprojection at times while docked at stations and fighting in RES sites (I'll give landing on planets in VR a shot at some point and report my findings) but because I spend the majority of my time in regular space PvP combat with all the benefits true 90 FPS provides, I can put up with reprojection in places where I only spend 1% of my game time. The reality is that I've been able to maintain at least the minimum 45 FPS needed (everywhere I've been so far) so that reprojection works as intended, ensuring a smooth experience. The simple fact that my newly built system (thanks to my strict Ramen diet) has enabled a Jitter free experience while pushing the graphical envelope, is an amazing feeling.


RIFT


I don't have a Rift, but the article below explains how to boost Rift image quality with the Oculus Debug Tool.

http://www.roadtovr.com/improve-oculus-rift-game-image-quality-using-this-tool-oculus-debug-tool/

I would try applying the same principle of a 0.65 in-game Super Sample setting and whatever the highest setting you can achieve through the Oculus Debug Tool. Some people have reported an in-game setting of 1.0 being optimal, whether your in-game setting is 0.65, 0.75, 0.85, 1.0, 1.5 or 2.0, this is something you'll have to experiment with. According to my experience with the Vive, there is minimal image quality loss by lowering the in-game SS setting, (which is made up for with a higher Render Target Multiplier) but the frame rate increase is MASSIVE. I could be wrong, but I would think that this also holds true for Rift users. Essentially, try taking the Debug Tool Value as high as you can until you experience performance issues then back it down by 0.1.

For those wondering about HUD color, you have the capability to change it from the default Amber color. Doing so, has a huge impact on the legibility of text, and the HUD intensity has a huge effect on the amount of Fresnel Glare. I'll post my settings and some others shortly so that you can experiment. My latest video shows off the HUD color I've decided to go with. In the meantime, you can check out this HUD editor if you want to get started right away. I know that when I owned a DK2, I changed my HUD to green which translated to better text readability. The reason for this was because the DK2 display had more green sub pixels than any other.

Perhaps the CV1 screen shares the same trait? I'm very much interested in what your findings will be.

Please, report back when you can.


NOTE: Remember to keep the Oculus Debug Tool open while you play.

RIFT UPDATE: It seems that negative reports from Rift users are common with a 0.65/2.0 setting. However, as a Vive user, Image Quality and Frame Rate are drastically increased with a 0.65/2.0 setting. Maybe this has something to do with differences between SteamVR SS and Oculus Debug Tool SS? Due to the vast differences in preference and hardware, everyone should test variations of in-game and Chaperone/Debug tool SS settings and come to a conclusion based on what works best for them.

FYI: Those who have a Vive or Rift with GPU's weaker than a 970 (or AMD equivalent) are able to utilize Bilago's Chaperone Tool to down sample which will provide a smooth experience at the cost of visual fidelity. If I had a weak GPU, I'd want to sacrifice a bit of clarity in order to experience smooth VR. After all, the feeling of presence is not dependent on visual quality. However, it's always nice to have the option to increase visual quality which will inherently increase the feeling of presence. In regard to the Vive, (not sure about the Rift because I don't own one) if you have at least the minimum spec GPU for first gen consumer VR, you should be able to achieve at least a 1.5 Render Target Multiplier which will result in a better visuals. You DO NOT need a beefy GPU to experience the benefits this has to offer. Also, due to the vast differences in preference and hardware, everyone should test variations of in-game and Chaperone/Debug tool SS settings and come to a conclusion based on what works best for them.

IMPORTANT INFORMATION: If you ever start to experience any kind of headaches or ill feelings due to things not running smoothly enough during the testing process, it's imperative that you take a break until these feelings subside. Not doing so can cause a subconscious correlation between VR and sickness.


ADDITIONAL NOTES: Many people have been wanting to know what I use to stream and record VR gameplay and how I get Twitch Chat to show up in my cockpit. Well, when I played Elite on a monitor, I used Dxtory to record in 1080P at 60FPS. Unfortunately, Dxtory causes some issues in VR so for the time being, I have decided to use OBS to record and stream to Twitch at the same time. Due to the fact that non partnered broadcasters do not get transcoding, my stream is set to 30FPS, 2,200 bitrate at 1280x720. (The reason for this setting is to maximize my viewing audience because not everyone has fast internet.) This means that my local recording from OBS is also set to 30FPS at 1280x720. I was contemplating using Shadowplay but ever since a friend of mine reported issues with it not recording, I've steered clear. Anyway, after a recording session is done, I import the file into Adobe Premiere Pro and do the necessary cutting, editing and encoding for the best possible quality.

Feel free to check out my latest video. For a 1280x720 30FPS recording, I think it came out beautiful. :D

In regard to getting your Twitch Chat to show up within the cockpit, I use this awesome tool found on github.

At some point, I'd like to compile a list of different hardware and optimal settings based on that hardware. I think it would be awesome to cut out the majority of the testing process for people with all kinds of hardware configurations. At the very least, it would give people a great starting point to build on.

Dude you are a legend!

I'm using these settings on my old i7-3700 with GTX 1080 Asus Strix ROG and it looks great and plays so smooth!

Thanks for all the time spent figuring it out!
 
Nvidia experience (installed only for the new nvidia drivers now but i'll remove quickly) suggest me this configuration:

same settings of OP

Chaperone 1.2
HDR 1.25

vr_test.jpg


I5 6500 and 1070
with the CV1 very good
good graphics
good aliasing
very good text
the fps are between 90 in open space and 44-45 in a station (i need to understand because stay under 45... neither 45.1... 45.5... only 43.5, 44.3...45.0.. boh)
 
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So, by crystal clear I'm sure you all mean while still seeing the screen door effect. If you've somehow gotten rid of the screen door effect in Vive, I'd sure like to know how. The graphics as is are impressive, but the SDE in Vive is the one thing I'd like to see gone. I have what many have here, GTX 1080, i7, 6700, 16 GB RAM, running right now at 4.4. I did turn off the Theater and Interleaved Reprojection. I have the render multiplier at 1.2, SS at 1, HMD at 1.25. I've hit something of a sweet spot, mostly smooth everywhere but in RESs where I still get a little jutter, even if I put HMD at 1. I tried OCing the GPU, but with both Afterburner and EVGA, just by taking it up from 1607 to 1700 (boost 1900) or so, it actually blurred the resolution to about what VR Medium-Low would be by in-game settings, even at SS 1.25. Can't figure that one out. I actually had to uninstall both OCers to restore the graphic quality, even though I'd reset to default.

I'm not even close to being an expert at any of this, but to reduce RES jutter would a) taking my CPU to 4.8 do it? and b) if so, is average temperature the only thing to worry about, for example with my warranty?

Also, just to make sure I'm set up correctly. For stars to be totally resolved, you have to be looking almost right at them, right? In other words, if they're not centered, they're streaky or elongated?

Is increasing FPS, one way or another, the way to get rid of this last nagging jutter? Space, planets, suns all look great with mostly smooth motion. Stations look OK, smooth motion. RESs look great, but jutter.

Awesome thread. Love this ED community.
 
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So, by crystal clear I'm sure you all mean while still seeing the screen door effect. If you've somehow gotten rid of the screen door effect in Vive, I'd sure like to know how. The graphics as is are impressive, but the SDE in Vive is the one thing I'd like to see gone. I have what many have here, GTX 1080, i7, 6700, 16 GB RAM, running right now at 4.4. I did turn off the Theater and Interleaved Reprojection. I have the render multiplier at 1.2, SS at 1, HMD at 1.25. I've hit something of a sweet spot, mostly smooth everywhere but in RESs where I still get a little jutter, even if I put HMD at 1. I tried OCing the GPU, but with both Afterburner and EVGA, just by taking it up from 1607 to 1700 (boost 1900) or so, it actually blurred the resolution to about what VR Medium-Low would be by in-game settings, even at SS 1.25. Can't figure that one out. I actually had to uninstall both OCers to restore the graphic quality, even though I'd reset to default.

I'm not even close to being an expert at any of this, but to reduce RES jutter would a) taking my CPU to 4.8 do it? and b) if so, is average temperature the only thing to worry about, for example with my warranty?

Also, just to make sure I'm set up correctly. For stars to be totally resolved, you have to be looking almost right at them, right? In other words, if they're not centered, they're streaky or elongated?

Is increasing FPS, one way or another, the way to get rid of this last nagging jutter? Space, planets, suns all look great with mostly smooth motion. Stations look OK, smooth motion. RESs look great, but jutter.

Awesome thread. Love this ED community.

I'm pretty sure the lag that you, I and everyone else sees in RES are from the net code loading new ships. I would like to hear results from someone with gig Internet connection has the same issue. I think the issue is latency and not bandwidth. Is there an IP for their server we can ping to test our latency?
 
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