DK2, I5 + Single 970 Settings Share from Olmis (1.2 Wings)

Hi guys, I just wanted to share my own particular setup using the DK2 with my I5 3570k and single GTX 970 specifically, as I believe I've got it looking/performing as good as it gets with my particular CPU/GPU setup, using info and tweaks I've garnered mainly from these forums and a few other sites. I realise even if you do have the exact same hardware as me, there can still be big differences in performance, especially when overclocks are involved (which I use) so please bear that in mind.
BTW this is not a guide (see the excellent ones in the sticky section of this forum, which a lot of this info came from), I just wanted to share my exact setup for 1.2, and perhaps get some feedback on it, as I know a lot of people use my particular combo of hardware (an i5/single 970), and it took me a lot of tweaking to get things looking and performing just right. Hopefully someone can use it, and others can chip in if they think I could improve it by changing something. Apologies for any formatting issues, I did it using HTML as that's quicker for me, hopefully they will let me post it.
Cheers, Olmis.
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PS if you're looking for a complete and awesome guide, go here: https://forums.frontier.co.uk/showthread.php?t=121355 this is the one I used initially which put me on the right track for most things. Below is just my own personal settings.
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MY HARDWARE

CPU: I5 3570 (overclocked to 4.6 GHz)
GPU: MSI GTX 970
Using MSI afterburner, my current GPU overclock is:
Core voltage: +0
Power: 110
Core Clock: +215
Memory: +80

WARNING!! - taking heat damage
Overclocking is done entirely at your own risk and can damage your hardware.
If you want to overclock, you need to research and find a good guide online. Don't rush into it!
When overclocking your CPU you WILL need to purchase additional hardware such as heatsinks/fans/watercooling etc. Don't ever try it without additional cooling as you are likely to start instantly melting things inside your PC.
YOU HAVE BEEN WARNED. Actually I strongly advise against overclocking any of your components. Don't do it! ;)

ED is installed on an SSD drive, and I have a 750watt PSU. 8GB RAM. Windows 7 64bit, and a moderate layer of dust.
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OCULUS RIFT DK2

Oculus Rift set to 'secondary display' in Windows 7
Oculus SDK: Currently using the latest which is 0.6.00 which apparently breaks ED but not had a problem yet. Running smooth for the last 5 or 6 hours of gameplay so will stick with it for now.
Rift Display Mode: Extended
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SWEET FX SETTINGS

Having tried quite a few SweetFX settings (all compiled by other people), this is the one I find the best for me. Not sure who gets credit for it but I think it's from here (second chunk of code down): https://forums.frontier.co.uk/showthread.php?t=117345 though don't quote me on it.

I will post the code here shortly.
Code:
  /*-----------------------------------------------------------.   
  /                       Description                           /
  '------------------------------------------------------------/
Game: Any
SweetFX version: 1.4
Author: CeeJay.dk
Description: 
These are the default settings for SweetFX 1.4
They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.
Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.
If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : [URL]http://sfx.thelazy.net/games/[/URL]
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CARTOON          0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_ADVANCED_CRT      0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#define USE_BLOOM             0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR               0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN       1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN          0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN         0 //[0 or 1] Filmgrain effect
#define USE_TECHNICOLOR       0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX               0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME        0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN     1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP           0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE          1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES            0 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA             0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE          0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER            0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER            0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN       0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.08           //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 32      //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 70        //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
                                      //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.

   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39      //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.100            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.910     //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.950  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.

   /*-----------------------------------------------------------.
  /                  Cartoon settings                           /
  '-----------------------------------------------------------*/
#define CartoonPower 1.0             //[0.1 to 10.0] Amount of effect you want.

   /*-----------------------------------------------------------.
  /                  Advanced CRT settings                     /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want
#define CRTResolutionX       512     //[1 to 2048]     Original input width of the game (ie. 320)
#define CRTResolutionY       304     //[1 to 2048]     Original input height of the game (ie. 240)
#define CRTgamma             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        0.9     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on
#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY            -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.01    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)

   /*-----------------------------------------------------------.
  /                  Bloom settings                             /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom

   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower 1.30  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  0.87  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter

   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.25   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.200  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 2        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 2.5  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug sharpening settings --
#define show_sharpen 0   //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)

   /*-----------------------------------------------------------.
  /                  Gaussian Blur settings                     /
  '-----------------------------------------------------------*/
#define GaussEffect 2        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 3       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 4         //[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 2   //[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.10  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 45.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.15   //[0.00 to 1.00]   Amount of effect blended into the final image

   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrainIntensity 0.46  //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 40     //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 2          //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)

   /*-----------------------------------------------------------.
  /                  TECHNICOLOR settings                       /
  '-----------------------------------------------------------*/
#define TechniAmount 0.4         //[0.00 to 1.00]
#define TechniPower  4.0         //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]

   /*-----------------------------------------------------------.
  /                  Cineon DPX settings                        /
  '-----------------------------------------------------------*/
#define Red   8.0  //[1.0 to 15.0]
#define Green 8.0  //[1.0 to 15.0]
#define Blue  8.0  //[1.0 to 15.0]
#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC   0.36  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.34  //[0.60 to 0.20]
#define Blend 0.2    //[0.00 to 1.00] How strong the effect should be.

   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)

   /*-----------------------------------------------------------.
  /                  Lift Gamma Gain settings                   /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(0.980, 0.980, 0.980)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(0.980, 1.000, 1.020)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(0.980, 0.990, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define Gamma 1.0                         //[0.000 to 2.000] Adjust midtones
#define Exposure -0.10                     //[-1.000 to 1.000] Adjust exposure
#define Saturation -0.10                   //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.00                       //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.000                       //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 0.00) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue

   /*-----------------------------------------------------------.
  /                  Vibrance settings                          /
  '-----------------------------------------------------------*/
#define Vibrance 0.50 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.

   /*-----------------------------------------------------------.
  /                  Curves settings                            /
  '-----------------------------------------------------------*/
#define Curves_mode 0        //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.30 //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 3     //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
                             //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                             //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.

   /*-----------------------------------------------------------.
  /                  Sepia settings                             /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image

   /*-----------------------------------------------------------.
  /                  Vignette settings                          /
  '-----------------------------------------------------------*/
#define VignetteRatio 1.00    //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8       //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.

   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method 1  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.

   /*-----------------------------------------------------------.
  /                  Border settings                            /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

   /*-----------------------------------------------------------.
  /                  Splitscreen settings                       /
  '-----------------------------------------------------------*/
#define splitscreen_mode 1  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split

   /*-----------------------------------------------------------.
  /                  Key settings                               /
  '-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// [URL]http://www.cambiaresearch.com/articl...odes-key-codes[/URL]
// key_toggle_sweetfx = 33
// key_screenshot     = 36
// key_reload_sweetfx = 34

   /*-----------------------------------------------------------.
  /                  Misc settings                              /
  '-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
// external_d3d9_wrapper = none
// external_dxgi_wrapper = none

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NVIDIA CONTROL PANEL SETTINGS

Under 'Manage 3D settings' I have the following set for elitedangerous32.exe -

Anisotropic filtering: 16x
Antialising - Gamma Correction: On
Antialising Mode: Override any app settings
Antialiasing - Setting: 8x
Antialiasing - Transparency: 8x(supersample)
CUDA - GPU'S: All (global setting)
Max pre-rendered frames: 1
Multi-Framed Sampled AA (MFAA) On
Multi-display/mixed GPU acceleration: Single display performance mode
Power management mode: Prefer max performance
Shader Cache: On
Texture filtering - Anisotropic sample optimisation: On
Texture filtering - Negative Lod Bias: Clamp
Texture filtering - Quality: High performance
Texture filtering - Trilinear optimisation: On
Threaded optimisation: Auto
Triple buffering: On
Vertical sync: Adaptive
VR pre-rendered frames: 1

And under 'Global Settings' I have all the DSR Factors selected, so I can select them in game from the graphics option menu (Even though I use in game supersampling 1.5 instead of Nvidia DSR, they are still needed for a little oddity that helps my game run smooth - will get to this in a mo)

Rift DK2 Nvidia Colour settings:

'Use Nvidia Settings' is selected. Then:
Brightness +55%
Contrast +47%
Gamma +1.00

Digital vibrance +60%
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GRAPHICSCONFIGURATION.XML

I've been messing with a few of these recently, such as GalaxyBackground, Planets etc, and to be honest, I can't remember what the defaults were so here is what I have mine set at. The Galaxy Background looks sharp and lush, and the planets are stunning.

First the all important HUD colour change:

<GUIColour>
<Default>
<LocalisationName>Standard</LocalisationName>
<MatrixRed>0.18, 0, -1</MatrixRed>
<MatrixGreen>-1, 1, -1</MatrixGreen>
<MatrixBlue>0.15, 0.32, 1</MatrixBlue>
</Default>

--------------

Under <Planets> I have all quality settings at:
<TextureSize>4096</TextureSize>
and <AtmosphereSteps>6</AtmosphereSteps> and clouds enabled (true)

<GalaxyBackground>
<TextureSize>2048</TextureSize> (again, for all quality settings including Low)
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IN GAME SETTINGS (Game version 1.2 wings)

Monitor: Secondary
Resolution: 1,920 x 1080
Gamma - about 60%.

QUALITY
Draw distance - about 70%
Texture Quality - Medium
Shadow Quality - Medium
Bloom - Off
Blur - Off
AA - Off
Supersampling - 1.5
Ambient Occlusion - High
Environment - Medium
FX - Low
Reflections - Low
Material - Medium (this affects the surface of planets etc, low makes the land flat and not good to look at, med to Ultra brings the terrain to life)
Oculus Rift Quality - slider at 100%
-----------------------------------------------------------------------------------------------------------

PERFORMANCE TRICK - A VERY STRANGE OCCURANCE BUT IT WORKS WONDERS FOR ME, I HOPE IT DOES FOR YOU TOO.

OK, with this setup I sometimes get stutter when:
Close up to a star, especially fuel scooping. (though i did cope with it, others may not)
In asteroid fields around a planet. (rarely go to these so it didn't matter)

To get rid of this stutter completely, yes COMPLETELY, I do the following -

Start game, load it, go into game etc, I usually do 1 jump so I'm in front of a star close up (fuel scoop distance) so I can test it straight away (move head around a bit to confirm it stutters).
Then I go into graphics options and set my resolution to 2351 or higher which are custom resolutions setup using DSR in the Nvidia Control Panel. I set Supersampling back to 1.0 then apply. Then resume game and have a look around.
I then go back into options, set my res back to 1920x1080, set Supersampling back to 1.5, and hit apply. Then my game is as smooth as silk for the entire play session.
I don't have a clue why it does it, but if I don't do the method above, I get stutter at said places (and it's sometimes quite bad) though as I'm exploring it's not a biggy and is only so often, not constant. The trick above gets rid of it entirely though and then the game is a real joy to play and is simply stunning. Try it!
---------------------------------------------------------------------------------------------------------------

OTHER STUFF

All my cores are 'Unparked'
PhysX is set to CPU (in Nvidia Control Panel)
I'm using the older Nvidia Drivers 347.88 as the latest 2 (GTAV and Witcher 3 drivers kept crashing on me due to my overclocks I think)

I shut down all unecessary programs that may be running in the background (use 'msconfig' to get rid of startup programs - google it)
I play in Open, and occassionaly Solo.
Please also note, I am exploring and have been since I got my rift. Performance for me will surely take a massive hit once I come home and visit stations etc with other players and NPC's about. However, I have tried these setting in roid fields in open play, and it was still smooth as silk, so if like me you like to be out exploring, these settings hopefully will work great, depending on if that performance trick works for others or not.

I am really happy with how it looks and performs at the moment (looks incredible), but once I can afford to I will be going SLI. Hopefully 2 970's will tide me over for when the CV1/VIVE is out, and then for a year or so more.

Please don't think this entire setup relies on a glitch working, or whatever it is, as even without the performance trick it is still exceptionally good for me, albeit I may have to turn a few of the Medium settings down, and lower the textures a tad in the graphicsconfig to minimise any stuttering.
--------------------------
ELITE DANGEROUS 1.2 WINGS
Please note that these settings are for the Oculus Rift and Elite Dangerous 1.2 (Wings). With 1.3 due soon all this could change for me, but as I was typing them up anyway for my own safekeep/reference, thought might as well share them.

Cheers guys.

Olmis
 
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If you want to get into the game quicker each time you play, go here: 'C:\Program Files (x86)\Frontier\EDLaunch\Products\FORC-FDEV-D-1001\Movies' and delete the movie 'Ident_Frontier_Elite.webm' - It's the intro logo animation, with that gone it speeds up getting to the main menu when you start. Particularly useful when launching the game frequently to test different settings/tweaks out.
 
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I be interested to know if this technique in the asteroid fields works in RES sites, somehow I dont think it will be other players present and lots of NPC's. If i get a moment I will have a play. Cheers.
 
I be interested to know if this technique in the asteroid fields works in RES sites, somehow I dont think it will be other players present and lots of NPC's. If i get a moment I will have a play. Cheers.

Hi, just to confirm. Been using the technique today also, and it's rock solid every time it is applied.

- - - Updated - - -

Still looks like they've dumbed the gfx down with the new shader compiler. So fuzzy, of course you'd get more FPS!

We're not talking about the new beta, these settings are for the current 1.2 game, but your right, the new beta is bad in comparison, and the SS doesn't seem to work.
 
PERFORMANCE TRICK - A VERY STRANGE OCCURANCE BUT IT WORKS WONDERS FOR ME, I HOPE IT DOES FOR YOU TOO.

OK, with this setup I sometimes get stutter when:
Close up to a star, especially fuel scooping. (though i did cope with it, others may not)
In asteroid fields around a planet. (rarely go to these so it didn't matter)

To get rid of this stutter completely, yes COMPLETELY, I do the following -

Start game, load it, go into game etc, I usually do 1 jump so I'm in front of a star close up (fuel scoop distance) so I can test it straight away (move head around a bit to confirm it stutters).
Then I go into graphics options and set my resolution to 2351 or higher which are custom resolutions setup using DSR in the Nvidia Control Panel. I set Supersampling back to 1.0 then apply. Then resume game and have a look around.
I then go back into options, set my res back to 1920x1080, set Supersampling back to 1.5, and hit apply. Then my game is as smooth as silk for the entire play session.
I don't have a clue why it does it, but if I don't do the method above, I get stutter at said places (and it's sometimes quite bad) though as I'm exploring it's not a biggy and is only so often, not constant. The trick above gets rid of it entirely though and then the game is a real joy to play and is simply stunning. Try it!

Hey Olmis,
I do something similar everytime I start. Load the game, more often than not get stutter just looking around the cockpit. I go into Options / Graphics and then choose the next resolution up, click Apply and then when the 'Do you want to keep the setting' message appears, just click No and return to the game. Just as you experience, no more flickering.
Cannot explain it.
Lee.
 
Hey Olmis,
I do something similar everytime I start. Load the game, more often than not get stutter just looking around the cockpit. I go into Options / Graphics and then choose the next resolution up, click Apply and then when the 'Do you want to keep the setting' message appears, just click No and return to the game. Just as you experience, no more flickering.
Cannot explain it.
Lee.

Hi Lee, thanks for that. I will give your way a try as it'll certainly be quicker. I don't know why it does it, but to me it points at an optimisation issue, which is good news for those of us without the top GPU's.
 
I've noticed that in 1.2 if you have your Oculus slider set to anything other than max when you launch the game it assumes the slider is at max (I can tell due to the added sharpness on the menu text). If you just go into Options -> Graphics and then cancel out the game will switch to the proper Oculus slider setting at that point (text gets blurrier). I've also noted that they appear to have fixed this in 1.3b

I'm also confused about graphical differences that people are noting between 1.2 and 1.3b as they both look the same to me but 1.3b has rock solid 75fps (except in RES) for me on my 780Ti whereas 1.2 has judder in stations and RES.
 
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Hey Olmis,
I do something similar everytime I start. Load the game, more often than not get stutter just looking around the cockpit. I go into Options / Graphics and then choose the next resolution up, click Apply and then when the 'Do you want to keep the setting' message appears, just click No and return to the game. Just as you experience, no more flickering.
Cannot explain it.
Lee.

Hi Lee, yep worked for me too, so it's your way from now on :)
Did a 900LY run just, no stutter whatsoever around stars or planets. Didn't try in asteroid fields yet, but so far so good. It definitely works that way for me too. Cheers and thanks a lot.
 
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