FD please give us a sharpening setting iracing just did and wow what a difference to clarity!

FD please give us a sharpening setting iracing just did, and wow what a difference to clarity!

http://www.iracing.com/2017-season-2-release-notes/

Back when we had extended mode we could tweak things like sharpening etc with sweet fx and other tools which made a real difference to the clarity while using a DK2,
Iracing effectively just added that back in game and the difference is stunning..:O
I think this is one of the reasons I didn't think personally there was a huge upgrade from the DK2 to the Vive/Rift CV1 (tried both) because we lost access to the sweet fx settings due to direct mode only.
I see no reason FD couldn't do the same for elite. /BEG :D

done a quick stream test 2 vids both @1.5 SS in-game one with no sharpening the other set to maximum 300/300

Sharpening off: https://www.twitch.tv/videos/128420805

Sharpening 300/300: https://www.twitch.tv/videos/128421711

The captured window doesn't quite do it justice but you get the idea..

Ps. pls +1 or bump the post if you agree thanks!

Pps. FD we need a scale slider too please \o/
 
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+1 and please, please... please a world scale slider like Project Cars.

The scale in the Vive is too small. It's a common issue across all games that were designed for the Rift and then had Vive support shoehorned in, I don't know why, perhaps they aren't using true OpenVR but for some reason they're trying to render the same image to the Rift and the Vive and if you do that then then the image on the Vive appears smaller.
 
+1 and please, please... please a world scale slider like Project Cars.

The scale in the Vive is too small. It's a common issue across all games that were designed for the Rift and then had Vive support shoehorned in, I don't know why, perhaps they aren't using true OpenVR but for some reason they're trying to render the same image to the Rift and the Vive and if you do that then then the image on the Vive appears smaller.

Yes agree about scale too, but that seems a lot better in 2.3 in fact the VR implementation seems better than any other beta so far shame multi crew still isn't working.
 
+1 from me. But sadly FD interest in ED VR player base has been null and I doubt it will improve..

Are they even reading this forum?
 
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I couldn't tell much of a difference on my laptop. Is this something I can watch in the Rift - I've never tried doing something like that before. Or should I try watching these on my game pc monitor?

Just curious, does this have something to do with them blurring the edges. And then when looking through the fresnel lenses it's like making it extra blurry. So this change makes it sharper - maybe too sharp for a monitor - but helps when looking through the fresnels? Anyway, if that's the case, does ED blur the edges? I don't recall seeing that. And shouldn't they already be disabling that for VR?
 
I couldn't tell much of a difference on my laptop. Is this something I can watch in the Rift - I've never tried doing something like that before. Or should I try watching these on my game pc monitor?

Just curious, does this have something to do with them blurring the edges. And then when looking through the fresnel lenses it's like making it extra blurry. So this change makes it sharper - maybe too sharp for a monitor - but helps when looking through the fresnels? Anyway, if that's the case, does ED blur the edges? I don't recall seeing that. And shouldn't they already be disabling that for VR?



Yes it controls the edge sharpening and it makes a huge difference in iracing (IMO) but is hard to tell from the stream window so in fact the sharpened image looks a bit blockier on a desktop, also
looking at 2.3 they may be some sharpening added but I would like control over the amount used a scale slider would be great too.
 
+1 from me. But sadly FD interest in ED VR player base has been null and I doubt it will improve..

Are they even reading this forum?

Questions from the VR forum regulars like Alec Brentnall (Alex?) etc are making it through to the live-streams etc... so I guess at the very least Sandro Samarco is aware... how much of that makes it back to the UI and environment dev guys... who knows?

- - - Updated - - -

Yes it controls the edge sharpening and it makes a huge difference in iracing (IMO) but is hard to tell from the stream window so in fact the sharpened image looks a bit blockier on a desktop, also
looking at 2.3 they may be some sharpening added but I would like control over the amount used a scale slider would be great too.

Sharpening might react badly with the dithering they added to smooth the star-glow/nebula transitions... although you could apply sharpening to specific objects and layers.

ED is a lot more high-contrast than iRacing (a lot more light colours on black backgrounds etc) - and this can blow out sharpening or result in halo edges etc to sharpened lines etc.
While it works in one application, it may be horrible in ED.
 
[QUOTE='HJ-RedRaven]'Sharpening might react badly with the dithering they added to smooth the star-glow/nebula transitions... although you could apply sharpening to specific objects and layers.

ED is a lot more high-contrast than iRacing (a lot more light colours on black backgrounds etc) - and this can blow out sharpening or result in halo edges etc to sharpened lines etc.
While it works in one application, it may be horrible in ED.[/QUOTE]

While that may or may not be true I'd still like us to have the option to add sharpening from from say 0-100 choice is a good thing.
 
Yes Please +1 +1 +1.... !!!!!
I miss sweetfx sooo much in VR.
Almost prefer to go back to older pre-realeased oculus drivers in extended mode just to get sweetfx controls back....
 
Just tried with IRacing and have to say it's a nice improvement. FXAA also nice as it alleviated a lot of shimmering. All in all, much easier on the eyes.That said, Dirt Rally still the best looking racer in VR, to me, even without PD and nicer trees.

+1 here, as well, if ED can implement something like this.
 
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While that may or may not be true I'd still like us to have the option to add sharpening from from say 0-100 choice is a good thing.

I'll admit I never used SweetFX etc on ED. I'm speaking from a hobbyist background in image manipulation/editing, where sharpening generally doesn't agree with high-contrast, or objects with a low display resolution, as it tends to increase artifacting, 'ghost' along sharpened edges unless the effect is contained, masked etc.
I agree additional options for easy-to-implement graphics features should be exposed in ED. More options are always a good thing as everyone's eyes are different, and our sense of visual aesthetic is different too. :)

ED would benefit greatly from an adaptive pixel density/supersampling routine. Robo Recall does adaptive pixel density rather well, increasing pixel density in low-load scenes and dropping it when the rendering gets tougher. Of course, Robo Recall is faster-paced thn ED, and APD is an Unreal Engine 4 feature, but shows that the pixel density/HMD Quality could be manipulated on the fly at near-zero expense.
 
I'll admit I never used SweetFX etc on ED. I'm speaking from a hobbyist background in image manipulation/editing, where sharpening generally doesn't agree with high-contrast, or objects with a low display resolution, as it tends to increase artifacting, 'ghost' along sharpened edges unless the effect is contained, masked etc.
I agree additional options for easy-to-implement graphics features should be exposed in ED. More options are always a good thing as everyone's eyes are different, and our sense of visual aesthetic is different too. :)

ED would benefit greatly from an adaptive pixel density/supersampling routine. Robo Recall does adaptive pixel density rather well, increasing pixel density in low-load scenes and dropping it when the rendering gets tougher. Of course, Robo Recall is faster-paced thn ED, and APD is an Unreal Engine 4 feature, but shows that the pixel density/HMD Quality could be manipulated on the fly at near-zero expense.

Technically you may be right but practically?...not so much.
If you actually had tried sweetfx with the DK2 you would understand the HUGE improvement without having to explain it away with technical details!
 
Technically you may be right but practically?...not so much.
If you actually had tried sweetfx with the DK2 you would understand the HUGE improvement without having to explain it away with technical details!

I read it as RedRaven pointing out negatives that can occur from sharpening of high contrast images, that occur in space games such as Ed, not a diminishing of SweetFX as a possible solution. So "practically" speaking, can you point us to a SweetFX implementation for ED in VR and if not could you elaborate on what you mean by "practically not so much" Not saying it wouldn't be a solution. Just asking.
 
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I read it as RedRaven pointing out negatives that can occur from sharpening of high contrast images, that occur in space games such as Ed, not a diminishing of SweetFX as a possible solution. So "practically" speaking, can you point us to a SweetFX implementation for ED in VR and if not could you elaborate on what you mean by "practically not so much" Not saying it wouldn't be a solution. Just asking.

What I meant by "practically" is in reality when actually do use sweetfx on ED the visuals are 100% better in all aspects to your eyes- colors, contrast, etc since you can adjust the parameters to your liking and to your specific hmd.
Unfortunatley ever since oculus changed to direct mode drivers last year,SweetFx no longer works!
Right now, aside from gamma, there is no color/contrast/sharpness adjustment possible. : (
 
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What I meant by "practically" is in reality when actually do use sweetfx on ED the visuals are 100% better in all aspects to your eyes- colors, contrast, etc since you can adjust the parameters to your liking and to your specific hmd.
Unfortunatley ever since oculus changed to direct mode drivers last year,SweetFx no longer works!
Right now, aside from gamma, there is no color/contrast/sharpness adjustment possible. : (

So are you saying that when your Rift DK2 was running Ed in extended mode, SweetFX worked in ED in VR and that you found it 100% better?
 
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