Elite, Runtime 1.3 and your DK2

Yup. That's right.

Thank you :)

So is it safe to conclude that once the v1.3 runtimes are installed ED will then run on the Oculus DK2 natively and without Steam VR? What's needed to get ED to run using the Oculus? It was easy with Extended, but that's long gone. Does it just work if the Oculus is powered on?
 
If I recall correctly, Michael Brookes said that they automatically implement a 1.4 x super sample for VR, as recommended by Vive :). If so, the 1.5 super sample will either stack on top of that (1.5*1.4 times sampling), or will improve only by a factor1.5/1.4. From ghcannon's comments I suspect the latter :).
 
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Thank you :)

So is it safe to conclude that once the v1.3 runtimes are installed ED will then run on the Oculus DK2 natively and without Steam VR? What's needed to get ED to run using the Oculus? It was easy with Extended, but that's long gone. Does it just work if the Oculus is powered on?

If the DK2 is powered on you just need to launch ED as normal. No messing required.
 
I've never used in game SS anyway, always has caused judder for me on GTX 970. I use Nvidia SS to select higher resolutions, works far better
 
Do SSAA multipliers (from the in-game settings, or this baseline 1.4x mentioned above) apply to the total pixel count, or to one dimension of resolution? That is, does a setting of 1.5x SS mean the image is rendered at 1920*1080*1.5, or 1920*1.5 * 1080*1.5?
 

Kietrax

Volunteer Moderator
Hi CylonSurfer,

Thanks for the detailed write up within the limits you have due to NDA - never easy I know! Quick question if you can say - was the SLI when running initially using AFR still? My rig is similar to yours (dual GTX 980's) so just wondering if the second card is a complete bust for now and I should just pull it out until/if the dual rendering (one eye per card) happens ..

Cheers,

Kietrax
 
Hmm Im getting a lot of judder now, even when I turn the settings down to low. Ive not had to do that before. Anyone else have this?

I had the same issue and had to drop the model draw distance to less than half to get it smooth. Used to be on full with 0.5 and the older patch.
 
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If I recall correctly, Michael Brookes said that they automatically implement a 1.4 x super sample for VR, as recommended by Vive :). If so, the 1.5 super sample will either stack on top of that (1.5*1.4 times sampling), or will improve only by a factor1.5/1.4. From ghcannon's comments I suspect the latter :).

Hmm, that seems to make sense.

But then, the standard 1.4SS doesn't look as good as earlier versions with 1.5 enabled, and generally the image looks blurrier with less texture definition than in the past.

Adding 1.5SS in the past added enhanced clarity as well as more definition for the text etc.

I read somewhere that the HMD Quality slider affects the size of the built in SS. Perhaps the devs need to extend the range of the slider so we can opt for 1.4, 1.5, 1.6 etc so that we can tweak right up, at this level and ignore the SS slider for VR.

but your explanation that we may just be adding 1.5 over 1.4 seems to explain what seems to be happening. We are just supersampling the supersample with little benefit and still experiencing all the performance hit.

Perhaps ED has reduced the graphics quality to meet recommended VR specs of the Rift and Vive. But we need to be able to over-ride this for those with high spec hardware.
 
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I've never used in game SS anyway, always has caused judder for me on GTX 970. I use Nvidia SS to select higher resolutions, works far better

Have you applied DSR in VR mode? And it works?

I think I remember trying it and it didn't make any visible difference in VR mode. That was a while ago tho. If DSR does work, then this would be a good workaround..
 
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Hmm, that seems to make sense.

But then, the standard 1.4SS doesn't look as good as earlier versions with 1.5 enabled, and generally the image looks blurrier with less texture definition than in the past.

Adding 1.5SS in the past added enhanced clarity as well as more definition for the text etc.

I read somewhere that the HMD Quality slider affects the size of the built in SS. Perhaps the devs need to extend the range of the slider so we can opt for 1.4, 1.5, 1.6 etc so that we can tweak right up, at this level and ignore the SS slider for VR.

but your explanation that we may just be adding 1.5 over 1.4 seems to explain what seems to be happening. We are just supersampling the supersample with little benefit and still experiencing all the performance hit.

Perhaps ED has reduced the graphics quality to meet recommended VR specs of the Rift and Vive. But we need to be able to over-ride this for those with high spec hardware.
The HMD Quality slider definitely relates to the "baseline" supersampling/downsampling the game does to produce the VR image. In the "Custom" options file it's defined as "HMDpixelsPerDisplayPixel" and maxing the slider (to the right) corresponds to a value of 1.0.

I'm not sure how it interacts with the SSAA setting, but I'm going to play with it a bit more tonight. I also don't know if you can get a value over 1.0 to stick, but I'm going to try.
 
Hmm Im getting a lot of judder now, even when I turn the settings down to low. Ive not had to do that before. Anyone else have this?

I figured out what this was in case anyone has the same issue. I was running steam vr which apparently was causing the judder. Now if I dont specifically turn on Steam VR its as smooth as butter even on VR High.
 
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I figured out what this was in case anyone has the same issue. I was running steam vr which apparently was causing the judder. Now if I dont specifically turn on Steam VR its as smooth as butter even on VR High.

What do you mean by 'Don't turn on Steam VR'? Even if steam VR is not running, it will still open a mirror window and cause Judder.

The process is called VRcompositor
 
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