How do you adjust quality settings in VR in Odyssey, the settings are different than I remember from Horizons years ago.

ED looks so awesome on my new monster PC but in VR (looks awesome also) when I go to graphics settings and 3D there are only HMD options and zero quality settings available in VR.

Thank you.
 
The menu opens with the quality tree collapsed (EDIT: The top level options that are there when collapsed, select preset quality profiles) -- if you haven't got a button bound to collapsing/expanding menus, you can use the mouse pointer to click on the little "+".
 
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I found it. I hate Odyssey as far as the lights flickering in VR, it is perfect in Horizons. In Odyssey I have the super sampling turned to 2.0 and everything on ultra that can go to ultra, but still as soon as I fly away from my carrier the lights start flickering and shimmering.

I cannot find a way around that. Maybe Oculus debug tool will allow me to override something.

Thank you.

MY specs are great, it is Odyssey.

Ryzen 9-7950X3D, RTX 4090, 64GB DDR5 RAM, NVME.
 
Yes, much of it comes inherently with deferred rendering and complex shaders -- makes it difficult to use MSAA, and is cumulatively dependent on resolution/sampling/filtering of normal- and environment maps, more than geometry -- Takes upwards x4 supersampling to begin to put a dent in it... :p

It is usually smeared-over with TAA these days, but we haven't got that (...and I am personally not sure I'd even want it -- it does come with its own issues. :p)

I can't recall any flickering lights (other than when there is a draw distance/LOD imprecision situation upon approaching some installation), but shadows have been known to be erratic, which could of course be seen as effectively the same thing... :p (The real solution in my dreamer opinion is of course ray tracing. :9 (Quad-Views foveated rendering with eyetracking if available would also be nice, now that it is in the core OpenXR standard)).

(EDIT: Hmm, there is of course also the matter with the lighting of a planet depending on whether you are in shadow, not the planet itself -- it really looks silly when a whole moon looks like it is lit up by diffuse light from all around it, until you descend below its horizon and the ground beneath you is suddenly plunged into darkness. :p)

I don't think I need to point this out, but just in case: Do not use the the in-game "supersampling" option (other than if you opt to use FSR, for some reason); Use either pixel-per-pixel (...if it is still called that) in the Oculus debug tool, or "HMD Quality" in-game; Better to preserve the full rendered resolution for use by the VR runtime compositor, than to scale it down beforehand. If you increase those two to the point they add up to 2 or more, then use in-game "supersampling" on top, in order to bake in detail that would otherwise be lost through the compositor itself beginning to alias when the overrendering goes that high.
 
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It ius just that you can have everything looking perfect in Horizons in VR with no aliasing and such, but no matter what you do in Odyssey you are going to have some, if only a little, nut only a little is enough to drive me crazy.
 
This is probably dumb question. I haven’t built a PC in forever. Is a $2000 graphics card required to play Odyssey in vr?
No, 4070 Super is decent enough for me, but graphics quality settings are a never ending chase for perfection, and is quite subjective as to what is "decent enough" for any particular taste. Before I would run VR with a 2060 Mobile GPU and it was quite good too, though definitely could stutter once in a while, which was quite jarring.
 
This is probably dumb question. I haven’t built a PC in forever. Is a $2000 graphics card required to play Odyssey in vr?
So, next to what others are writing, I still play in VR on a 1080Ti (I just don't feel the market has yet fielded anything with a sensible upgrade-for-the-buck ratio, with how prices have avalanched under increasingly expensive tech nodes, combined with voracious new market segments to exploit, and the general global soaring-prices situation :p), but that's with my having grown insensitive enough to simulation sickness over the years, that I can easily stomach unpleasantly low framerates.

There is a pair of circumstances that makes this work out particularly acceptably with this game:

* Being primarily a cockpit game; As long as you don't go on-foot in it, you don't move around much in the space of your immediate environment (neither physically, nor by "forced" camera movement on top of that, which matches your physical moving about); And the first order (can deal with rotation only) of substituting "fake frames" that the VR runtime extrapolates from the last delivered real one, when a game can not keep up with the refresh rate of the headset, is good enough to satisfactorily simulate the effect of your just looking around by turning your head; This illusion immediately falls down the second you try to move, and not just turn, of course -- then the stuttering, discrete "jumps", ever to where you were a few milliseconds ago, become terribly apparent. (There is a second order frame extrapolation solution that also works with translation, and even objects moving around in the virtual world (it is pretty much a use case variation of the very same algorithms that go into video compression), but it comes with visual drawbacks which I personally find way worse than what it tries to fix in the first place, so I keep it turned off -- others swear by it and some even claim they can't tell the difference...)

* Second reason is that due to the scale of things, the amount of screenspace motion from one frame to the next (...or "frame delta" if you prefer), of the exterior of the cockpit, is often really small -- when your lumbering spaceship coasts miles over a landscape, it can crawl by by a fraction of a pixel between frames, even when the game plods out single-digit frame rates... :p

I can match game frame rate to the refresh rate of my HMD with the 1080Ti, which feels so much better, but that is through sacrificing resolution.
It becomes a matter of tradeoff based on subjective sensibilites -- yours will be yours and maybe opposite to mine (or even finding no personally tolerable tradeoff). Both higher spatial resolution, and higher temporal resolution (frame rate), make things feel much more real, but it can be difficult to afford both at the same time (and we will still find "indispensable" bottomless holes to stuff extra performance into, even when we get hardware with a thousand times more rendering power than today's top of the line).
Unless a game involves "twitch" gameplay, it turns out I usually choose to sacrifice smoothness and responsiveness of motion, for visually better defined and "stable" frames -- your mileage may vary. Elite Dangerous "deserves" at least x2.0 supersampling, IMHO -- not only does it reduce aliasing, and crisps up blurry edges, but the game will also stream in-, and generate the higher LODs and terrain patches appropriate to the higher render resolution, which looks much better.
(EDIT: Foveated rendering would be most welcome -- it can save a fair few percent of performance, by only rendering whichever part of the frame you are directly looking at (the density of photoreceptors on the human retina favours a really tiny spot), at full quality.)

(EDIT2: I should not really talk about how much supersampling is needed, actually, since that is dependent on the native screen resolution and field-of-view of one given HMD or other -- better to speak of what the output quality is like, for how many pixels per degree one renders a game at -- that is independent on whether one's headset is 10ppd, or 60ppd, or whatever, and will map to each. :7)


(On a side note, I disagree with the sentiment in another post, that there is no aliasing in Horizons; It is just that there is so much more contrast in Odyssey, that the terrible aliasing that was always there, right from the beginning, now stands out somewhat more starkly than before; Something like, say a bit of thin-lines-from-a-distance railing, whose aliasing used to drawn with two not-too-dissimilar shades of gray, is now a white pixel neighbouring a black one, because the material assigned to the railing has been made more shiny than it used to be.)
 
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4070 Super is decent enough for me
thanks for the info. Mind posting the rest of your specs?

I still play in VR on a 1080Ti
I think that’s what I had. It’s been a really long time, but I had an occulus developer kit or something like that. Worked like a charm in horizons but was unusable in odyssey (and I never really go on foot, thought I get the points you made a about it)

I miss the game, but I think I need to build a new rig before diving back in.
 
thanks for the info. Mind posting the rest of your specs?
i9 14900k, 32Gb RAM. I think Odyssey hits the CPU a lot harder than Horizons did, and I think that was why a lot of people were reporting bad performance with decent GPUs initially (along with the other launch issues).
 
Yeah could be alot of truth to the cpu hit.
Cos since I went from a 9900k to a 7800x3d it's like a whole much better overall rendering experience.
 
Quest 3.
Well assuming you've tweeked the quest 3s settings, with the rig you've got you can just go full ultra(+) PUSH sliders to the max all on high where ultra isn't an option. Leave blur off though.
Things like fx quality at the max will really push the rig to its max.
Use SMAA anti aliasing.
Drop supersampling to 1.0 and raise hmd to 2.0.
Ambient occlusion is another soul sucker but again with your rig just max it hehe. Particle effects and environment etc to the max.
Then if its problematic just wind some back a bit
 
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