Hardware for DSR?

Just wanted to try out DSR with my single GTX 980/i7 5820k. When i enable DSR in Geforce Experience for Elite Dangerous i get a 2715x1697 resolution available. If i select that, things dont really look much better, but i get massive double vision/juddering in the hangar (similar to the direct mode problem). Did i set it up wrong, or do you just need SLI for that ?
 
Yeah, you won't get DSR working without a lot of judder on a single card. I can just about get 1440p working smoothly on Ultra using 2x 980gtx.

I'm running a MSI gtx 760 4gb oc'd via msi app , and have no problems running it and thats with shadow play recording @ high via the desktop option ticked as i play via windowless boarded and thats the only way to get shadow play to record if not in full screen , so it can be done on one card , id your juddering check that your cards not / chip sets not over heating as that's the only time i ever get judddering

and i have over 30 hours plus of recording to back the above up as i'm trying to catch the random ship blowing up bug

Ps your right about not seeing much difference in screen quality it only just takes the edges of and gives a little more detail only , if you check out youtube theirs a few videos testing COD / BF4 out and even then you only get extra small details for the guns
 
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First of all:
You can definitely use DSR with a single 980 or 970 GTX. I was using 980 and had no judder aside game engine bugs with DSR and high quality.
You should use 1.1x or 1.2x DSR, that's the limit of a 980 GTX

If you use SLI you can run 1440p fluently and likely even a bit higher. 1440p is 1.33 DSR on the DK2.

I switched from 1x980 to SLI 2x980 and it does help but it maybe introduces a tiny bit of lag, I am not sure so it's ignoreable (and I am very sensible to motion sickness).



For me there is a day and night difference of solo and open play, I am having a ticket checked about that.
So if you experience continuous judder it might not be related to your CPU or GPU, it's likely the open play mode which introduces some sort of latency between the frames.
In my case in some areas it reduces the framerate from solid 75 fps to 50 fps while keeping GPU and CPU cold an didle (20-30% usage).

Hope it helped.


P.S.
If you have GPU performance issues, turn off shadows and ambient occlusion, turn down textures and environment to medium.
On DK2 I could not see much of a difference, if at all. But it removes load from the GPU.
 
Thanks for the info everybody, i guess i should have realized that the Geforce Experience settings applied to normal "monitor" play and not Oculus Rift Dk2 gameplay. I might try out 1.1 or 1.2 DSR (once i find the settings).

Personally i am reluctant to buy another 980 right now, both because of prize and the latency impact (it adds 1 frame of latency as far as i understand). Once VR SLI becomes available, i am definitely planning on another 980 (unless something massively better comes along)
 
The difference down sampling makes on the Rift is so pathetically negligible I think buying another 400 quid graphic card just for it is lunacy!

You'll never fix the resolution of the DK2 with a graphics card / setting..
 
The difference down sampling makes on the Rift is so pathetically negligible I think buying another 400 quid graphic card just for it is lunacy!

You'll never fix the resolution of the DK2 with a graphics card / setting..

You are right of course, if it doesnt improve much, it would be a bit crazy when its otherwise smooth enough. Anyway. I wouldn´t have bought them just to enable DSR. I upgraded my PC to enable smooth VR gameplay in general, and if that had required SLI then i would probably have gotten that (VR is just plain awesome IMHO). I dont really expect to need another GPU before the consumer version of the rift arrives (likely with 2560x1440p or similar resolution) though.
 
The difference is huge, can't see how people say it's minor.
I would like to have more than 1440p (but won't do for now).

The visuals become much more "quiet", aliasing is heavily reduced and fine structure become visible.

In 1080 the game looses a lot of quality on DK2 compared to even a slight DSR, I read it's because the lense distortion shader/algorithms reduce the pixel resolution, so you are not really getting 1080p anymore.
 
Actually you do get exactly 1080p when running the rift, internally it renders at some stupid resolution (2364*1461, you can see it when you turn on the stats in unity demos) before applying all of its distortion effects and fitting the output to 1080p.
 
I get a smooth experience in 1440p with 2 SLI GTX970. It makes text and general cleanliness of the picture much better than 1080p. I can't wait for VR SLI to see how far we can push the resolution. Downsampling on a 1440p or more screen for retail version must look very good. Be sure to disable your normal monitor to get higher framerates.
 
The most important feature and I don't understand why it's not there from release on, is to render head movement separate from other stuff.
The framerate can be 10 fps, I don't care. As long as the headmovement is rendered fluently.

All those judder issues we have come from bad implementation from Oculus. There is no reason why the image has to jump around so much when fps are not perfect other than wrong programming of that part.

I think nvidia was talking about that with their maxwell release and that they "fixed" it, however we have seen their software quality regarding VR and it's underwhelming so far.
 
Dude. Do you have any idea how the rift works? You can't 'render' had movement separately.. The judder comes because the game can't draw games quickly enough for the speed at which you move your head.
 
Is it possible to turn on DSR in SLI?
If it isn't you could always go the manual route and create a custom resolution in the nvidia control panel then select it in game. It does the same thing.

Nvidia probably got the inspiration to implement DSR from all the people using this trick with DK1 :)
 
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