Tinkering with the gfx settings for my wife (oh sorry, meant to say Vive), I've noticed it's like rumbling through my dads toolbox. Plenty of tools, but few actually work for the job at hand.
It seems that VR is still so new, that developers are using 2D tools to solve 3D problems.
It's well known to most that dialing up "quality" settings usually add noise/artifacts, thus creating more problems than they solve.
I found that anti aliasing does absolutely no good in VR. Merely adds artifacts. Ended up turning that off completely.
The same can be said for another classic 2D tool, the super sampling. It does wonders to a 2D monitor, but adds interference in a 3D environment. Ended up scaling that down to 0.65, thus working in unison with the one tool on the list that actually seems to be built for the 3D environment. The HMD quality setting.
With low to medium settings throughout, draw distance at max, SS at 0.65 and HMD quality at 2.0 I get solid fps in the green, and more artifact free visuals.
I guess what I want to say is, I can't wait till the tools catch up with the hardware.
It seems that VR is still so new, that developers are using 2D tools to solve 3D problems.
It's well known to most that dialing up "quality" settings usually add noise/artifacts, thus creating more problems than they solve.
I found that anti aliasing does absolutely no good in VR. Merely adds artifacts. Ended up turning that off completely.
The same can be said for another classic 2D tool, the super sampling. It does wonders to a 2D monitor, but adds interference in a 3D environment. Ended up scaling that down to 0.65, thus working in unison with the one tool on the list that actually seems to be built for the 3D environment. The HMD quality setting.
With low to medium settings throughout, draw distance at max, SS at 0.65 and HMD quality at 2.0 I get solid fps in the green, and more artifact free visuals.
I guess what I want to say is, I can't wait till the tools catch up with the hardware.