Do you really need high resolution and high details on the Oculus Rift?

To me, other than Shadows (which takes at least 15 fps away going from None to Medium) the only reason I use supersampling etc is to be able to see the text.

If there is an option to render the HUD/GUI text from outside the game engine, it would solve a lot of problems with the Rift. MSI Afterburner (on Runtime 0.5, 0.6) injects a line of text or two via Direct 3D to be displayed on the Oculus Rift (I use it to report FPS and GPU utilization) and this injected text is really sharp. I am not sure if Frontier could use the same technique to replace the text created by the game engine with something like this at least to report ground coordinates and current altitude fromg round which is really what I'm struggling with :D

But maybe it would take too much work.
 
how do I use it? I would like to at least see my altitude because on a planet my FPS drops tremendously and I have to set Supersampling to 0.75 or something (and it still wouldn't give me 75 fps) and with supersampling that low I can't see my current altitude or my coordinates
 
Using the DK2, if you start with everything upto maximum settings Including supersampling to 2x. Just turn off ambient occlusion and antialiasing. Oh and change your HUD colors to bright greens or/and light blues. With SteamVR it's running beautifully, but planetary SRV ground work is very GPU intensive.

I'm hoping they unleash a DX12 update, MultiGPU support and with the higher resolution of the CV1, performance will increase.
 
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