Doesn't it get better than this?

SO I got a CV1 today and played some Elite. Setup SS 1.5 and Everything on ultra/max settings.
Still the image quality is so extremely poor that it shrouds away the otherwise great impression of being in the ship.

The worst thing is the screen door or diagonal lines that run accross the whole image.
It is alright when watching objects up Close like the chair in the cockpit but everythin else outside the window or further away is so bland and low-res looking.

Doesn't matter if I put SS to 2.0 still bad. But much less fps of course.
Everything loose detail because of this.

Also quite bad is the anti aliasing but it is acceptable with SS1.5 and fxaa.

God rays are there but not a problem really.

Limited FOV is also a huge issue. Since you are constantly aware of the black border surrounding the lenses.
Playing Elite with VR is like looking down a tube.

Fantastic is the feeling that Everything is so large. Very impressed with scale.
Text is hard to read if not looked on directly straight.

There is no issue with light coming in. Since I need to fit the rift Close to the nose otherwise I loose focus too much.
There is also an issue with some kind of masking that is covering the whole image in darker areas. Looks silly sometimes like a static field.

But the main issue for me is the poor details of smaller objects and that are further away. Might sell the rift due to this.
 
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Plenty of threads on how to increase the quality for the CV1. From your post it comes across as if you are using SS in game. If you are then bring it down to 0.65 and use the debug tool in the latest Oculus SDK 1.5 (tools) to set the pixel density to 2.0. Game is much clearer then, should be almost judder free. Not sure what your spec is but if you have a 980 or similar it should be a good experience with these settings. You will need to turn off AO in game and reduce a couple of other things.

Look in some of the other VR threads to get a more detailed description of what to do and the order in which to do it.
 
Let go dude, stop analyzing everything.

With that comes immersion, thats what VR is about, being inside the matrix.

You wont give a rats ass about resolution/rays/sde/fov after a while.
 
Plenty of threads on how to increase the quality for the CV1. From your post it comes across as if you are using SS in game. If you are then bring it down to 0.65 and use the debug tool in the latest Oculus SDK 1.5 (tools) to set the pixel density to 2.0. Game is much clearer then, should be almost judder free. Not sure what your spec is but if you have a 980 or similar it should be a good experience with these settings. You will need to turn off AO in game and reduce a couple of other things.

Look in some of the other VR threads to get a more detailed description of what to do and the order in which to do it.

How the heck do you even activate SS in-game ? I don't have that option at all with the OR. I can only SS through the debug tool.
 
How the heck do you even activate SS in-game ? I don't have that option at all with the OR. I can only SS through the debug tool.

Supersampling in game is set to 1.00 by default. It is in the quality settings. You can go to sub 1.0 (0.65) so that the pixel density can be pushed to max (depending on your spec). In game SS isn't working properly yet either but dropping it to 0.65 really helps boost the performance when using the debug tool.
 
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Supersampling in game is set to 1.00 by default. It is in the quality settings. You can go to sub 1.0 (0.65) so that the pixel density can be pushed to max (depending on your spec). In game SS isn't working properly yet either but dropping it to 0.65 really helps boost the performance when using the debug tool.

This is beyond weird. In my quality settings, I have only the presets and an option for "custom". When I choose that, well, nothing happens. It's selected but I don't any other choices. No SS, no AA, nothing... The rest of the screen is exactly the same.
 
Plenty of threads on how to increase the quality for the CV1. From your post it comes across as if you are using SS in game. If you are then bring it down to 0.65 and use the debug tool in the latest Oculus SDK 1.5 (tools) to set the pixel density to 2.0. Game is much clearer then, should be almost judder free. Not sure what your spec is but if you have a 980 or similar it should be a good experience with these settings. You will need to turn off AO in game and reduce a couple of other things.

Look in some of the other VR threads to get a more detailed description of what to do and the order in which to do it.

Thanks for the tips, but I have done all that. I am on a 1080 so I can actually play 1.0 and 1.5 in debug with max settings smoothly.

Anyway, of course I am going to test some more. And yes, agree its all about being in the matrix, but the resolution is destroying it a bit.
 
This is beyond weird. In my quality settings, I have only the presets and an option for "custom". When I choose that, well, nothing happens. It's selected but I don't any other choices. No SS, no AA, nothing... The rest of the screen is exactly the same.
There should be a "+" sign next to the quality. Press that and it will expand showing you all the options for graphics quality.
 
It is one of my current pet peeves but I can't seem to trigger that unless I use the mouse...

Ah, thank you so much TorTorden, that was the problem all along ! I kept trying to click the + with my joystick. It worked just fine with the mouse.
 
I totally agree with you although the 1080 gives a sharper image above the 970.
It all comes down to the limited resolution of the CV1 specs; this is the beginning of a new game era
and you my friend you are the first one to experience it.
I think CV2 will be better at resolution and Elite Dangerous will shine in it.

And yes at the moment its all about being in the matrix and I love it.
Visited a low RES side yesterday in my vulture and its great [yesnod].

fly save
 
I've not tried any VR headsets in over 15 years prior to getting the CV1 and I wasn't expecting much. The CV1 exceeded my expectations and I was pleasantly surprised at the image quality.

I think most disappointment comes from unrealistic expectations. I had low expectations due to past VR experiences, being a developer myself, and having run triple screen monitors for sim racing for years. With proper triple screen support in a game (renders 3 distinct non-stretched perspectives essentially 3 cameras in game instead of 1, each camera's view point being aligned the same angle as your side monitors) framerates were not all that great @ 1920x1080 * 3. The CV1 has impressed me with it's 90hz refresh/framerate and visuals. Far off objects are pixelated a bit sure, but that'll change in the next few years and I'm betting rather quickly. The tech already exists to have higher res displays, it's only a question of having the horsepower to push those displays.

I'm sold on VR, if they released a CV2 tomorrow I'd be the first in line, been waiting over 25 years for this... it's like Christmas for me. :)
 
....I'm sold on VR, if they released a CV2 tomorrow I'd be the first in line, been waiting over 25 years for this... it's like Christmas for me. :)

You probably have spent too much time, reading Wiliam Gibson novels back in the eighties, like me... ;)

As a developer, questioning the power of actual cards, you might be interested in this article i found on the Road to VR page.
 
Thanks for the tips, but I have done all that. I am on a 1080 so I can actually play 1.0 and 1.5 in debug with max settings smoothly.

Anyway, of course I am going to test some more. And yes, agree its all about being in the matrix, but the resolution is destroying it a bit.

1080 here too, and IME SS in-game 0.65 and debug tool 2.0 > in-game 1.0 and debug tool 1.5
 
1080 here too, and IME SS in-game 0.65 and debug tool 2.0 > in-game 1.0 and debug tool 1.5

Would like to see an Afterburner fps timeline of a RES session to support this.

You wont get anywhere close to 90 when it gets busy and ATW will be kicking in constantly.

You can run it in open space and in stations but when the poly count gets beyond a certain threshold your fps will crash.
 
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Would like to see an Afterburner fps timeline of a RES session to support this.

You wont get anywhere close to 90 when it gets busy and ATW will be kicking in constantly.

You can run it in open space and in stations but when the poly count gets beyond a certain threshold your fps will crash.

East tiger ;) IME = In My Experience

Your experience may differ.

Potentially the occasional dip will happen yes, and ATW will compensate to a degree.

For me the visual improvement 95% of the time is worth it. The OP was complaining his biggest gripe was resolution / pixelation. This helps.

Hope that clarifies.
 
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East tiger ;) IME = In My Experience

Your experience may differ.

Potentially the occasional dip will happen yes, and ATW will compensate to a degree.

For me the visual improvement 95% of the time is worth it. The OP was complaining his biggest gripe was resolution / pixelation. This helps.

Hope that clarifies.

For sure supersampling is the magic bullet, 100% agree on this. It's changed my VR experience radically.

However, in my experience the frame drops at those settings in Elite were colossal in a RES that's why I'm sceptical.

If you are having a good experience with those settings then that's all that matters at the end of the day.
 
Thanks for the tips, but I have done all that. I am on a 1080 so I can actually play 1.0 and 1.5 in debug with max settings smoothly.

Anyway, of course I am going to test some more. And yes, agree its all about being in the matrix, but the resolution is destroying it a bit.

You'll never be happy with VR because it will lag behind monitors in term of resolution. Sell it and go back to your rubbish 2d pixie windows.
 
My extensive testing with the DebugTool performance window open and monitoring the situation has had me settle on these settings for my 980 ti and 3930K 16gb rig.

In-game, everything set to high except shadows (medium) and ambient occlusion (medium), no antialiasing, no blur. In-game supersampling set to 0.65 and 1.7 in the DebugTool.
1.8 was possible but it was too much on the threshold and having 90fps pretty much consistently makes for a much more comfortable experience. The difference is not even noticeable to me either and i don't see the point in tipping the scales.

This is giving me pretty much 90fps everywhere except on planets at large star ports where it can fluctuate a little and drop sometimes to around the 80fps mark depending on where you're looking, but the little it does here is tempered quite nicely by ATW, so i'm cool with that.

Finally, floating slowly through an ice asteroid field with a distant star bursting over the horizon of the nearby planet and casting light and shadow across the field as i stand and gawp from my Asp cockpit is simply one of the best VR experiences i've ever had... FD have done such a beautiful job on this game and it's simply stunning in VR...
 
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