As a long term VR player I have been gradually tweaking settings to add to the visual acuity in line with my graphics cards ability. Since I've been running a GTX1080ti you can imagine how good it looks now, except for that infernal grey blotchy skybox. I gather the issue is to do with Oculus locking off the HMD into its own chosen settings, which don't play nicely with FD's million different blacks which stem from the addition of zillions of tonnes of artificial dust getting injected to darken the galaxy down a bit to make it more realistic looking. I know if I turn gamma down a bit that helps, but going to far towards sorting the skybox black level and it introduces other artefacts like horrible blotchy nebulas, extrememly dank looking station interiors etc. I've seen people recommend playing with the HDR Node in the graphics config, I found the values below buried in a post in a thread from last year. I've only just pasted them in and am yet to try them.
And there was this one
Before I forget, I'd better credit the sources,
The first set of HDR Node values came from forum user PaulNewson1968
https://forums.frontier.co.uk/showt...-Oculus-Rift?p=3866281&viewfull=1#post3866281
The second set of values came from forum user horizone
https://forums.frontier.co.uk/showt...again!-Fix-for-the-Rift-CV1-bad-low-end-gamma
And everyone else will know about using the rift via a displayport adapter if using an nvidia card so you can go into Nvidia control Panel --> change resolution --> scroll to bottom --> use nvidia colour setings --> output dunamic range: full ? (I had to change from a YCbCr number to RGB to enable the full / limited range selection on my setup)
<?xml version="1.0" encoding="UTF-8" ?><GraphicsConfig>
<HDRNode_Reference>
<ManualExposure>0.000000</ManualExposure>
<ShoulderStrength>0.491000</ShoulderStrength>
<LinearStrength>0.707000</LinearStrength>
<LinearAngle>0.704000</LinearAngle>
<ToeStrength>1.500000</ToeStrength>
<ToeNumerator>1.800000</ToeNumerator>
<ToeDenominator>1.500000</ToeDenominator>
<LinearWhite>5.242000</LinearWhite>
</HDRNode_Reference> </GraphicsConfig>
And there was this one
I'm going to have a play with these values, I was wondering if anyone had any guidance to offer or alternative solutions? If I find a sweetspot I'll chime back in and share it with you all.<?xml version="1.0" encoding="utf-8"?><GraphicsConfig>
<HDRNode_Reference>
<ToeDenominator>0.2050</ToeDenominator>
<ToeStrength>0.2300</ToeStrength>
</HDRNode_Reference>
<!--
Your HUD colours here if you have any
-->
</GraphicsConfig>
Before I forget, I'd better credit the sources,
The first set of HDR Node values came from forum user PaulNewson1968
https://forums.frontier.co.uk/showt...-Oculus-Rift?p=3866281&viewfull=1#post3866281
The second set of values came from forum user horizone
https://forums.frontier.co.uk/showt...again!-Fix-for-the-Rift-CV1-bad-low-end-gamma
And everyone else will know about using the rift via a displayport adapter if using an nvidia card so you can go into Nvidia control Panel --> change resolution --> scroll to bottom --> use nvidia colour setings --> output dunamic range: full ? (I had to change from a YCbCr number to RGB to enable the full / limited range selection on my setup)
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