Elite Supersampling Math help

Hi folks,

I'm trying to understand - when you set the ingame supersampling to 2.0x on a 1920x1080 display -- what resolution is the game actually rendering at?

Is it 2x horizontal + 2x vertical resolution, rendering at 3840x2160 ? (effectively 4x the number of pixels).

or is it 2x the total number of pixels, so 4 Megapixels (2715x1527) instead of 2 Megapixels? (1920x1080).

Thanks,
John H

(Posting this in VR forum because I'm trying to figure out if the supersampling in game when set to 2.0 quadruples the total number of pixels, where the Oculus Debug or Vive render targets at doubling when set to 2.0.. Thus explaining why the 2.0 setting in the HMD appears more efficient than in-game supersampling).
 
Update -- I'd still like to know Elite's supersampling math, but i've confirmed that in the Oculus debug tool, Pixel Density override of 2.0 means you're actually rendering 4x as many pixels.

Setting the override to 0 or 1 yields a resolution of 1530x1761 in Oculus home.
Setting the override to 2 yields a resolution of 3060x3523 (also in Oculus home).

Pixel override of 2.0 means 2x the height and 2x the width = 4x the total pixels.

..

This differs from Nvidia's DSR supersampling where 2.0 would render 2x the actual number of pixels. (X * sqrt(2)) * (Y * sqrt(2)), which would mean a 1080p display renders at 2715x1527, and a setting of 4 for nvidia DSR would be 3840x2160.

Now I'm curious how Elite Dangerous's setting works - is it like the Oculus or like the Nvidia math?
 
Now I'm curious how Elite Dangerous's setting works - is it like the Oculus or like the Nvidia math?
Based on my own experience with using E: D supersampling 2x @1080p & using native 4k, I'd say E: D settings works like Oculus.
 
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