HP Reverb G2 impressions in Elite Dangerous

The "resolution" settings is supersampling (...or *sub*sampling, if using less than 100% values): It lets you render larger pictures, so that you get more rendered pixels for each pixel on the screens of the HMD - A screen pixel gets something like the average values of all rendered pixels that end up covering its area, after they have been moved to counter-effect the optical distortion caused by the HMD lenses, as well as scaled to the size (in pixels) of the screens.

Supersampling improves the final image, up to a point; When you go over twice both width and height, the downsampler that scales the big rendered frame down to the size of the screens may, in order to save work, start to ignore pixels, instead of including every relevant one in the averaging -- it depends on the quality target of the algorithm used.

Supersampling increases the amount of GPU work needed to produce a frame - twice as many pixels in the rendered frame tends to be roughly twice the work.


The base bitmap size is determined by the screens - generally with a multiplier applied, to get the size one need to render in order to get one rendered pixel for each screen pixel at the centre of the view, where the pixel concentration, as seen through the magnifying lenses, is the highest.

WMR get the resolution from the HMD drivers, and may apply any multiplier of its own, before passing it on to applications, as the resolution it recommends they render -- this includes SteamVR.

SteamVR in turn applies its two multipliers on the resolution that may or may not already have been multiplied by WMR -- they are both applied, so if you have 200% global, and 50% per-app, the two cancel each other out. It recommends this potentially thrice multiplied resolution to its client applications.

The game may then use this resolution as recommended, ignore it completely and substitue its own (infamously the case with many UnrealEngine4 games), or add its own modifiers on top...

Elite Dangerous has two such settings: "HMD Quality", which adds a fourth multiplier to those of WMR and SteamVR, that went before it, and: "Supersampling", which does the same, but crucially downsamples to it's "before" resolution on its own, before it hands the output frame over to SteamVR.

Elite's: "Supersampling" should only be used after the aggregate product of all other multipliers amount to twice the width and height of the base resolution, which corresponds to four times the amount of pixels to render (...which is the scale SteamVR uses: Its 400% is the same as x2.0 elsewhere), for reasons previously mentioned.

-You want as much detail as possible preserved until the last step in the process of bringing it onto your screens, but if that step can not use all rendered pixels, you may as well "bake in" the overshooting detail beforehand, and still benefit from it - that's what ED's "supersampling" effectively does, but your computer is likely to be overloaded long before you reach that point anyway, so it's a bit of a moot point. :7

I'd opine its best to set one's render resolution at the common start and end point in the chain of runtimes, which in your case would be WMR -- it is what will eventually receive the final frames and put them on screen, and leave everything else at 100%/x1.0.


Motion smoothing is one of many terms for a few techniques to produce synthetic filler frames, that are slotted in when your computer can not keep up with the refresh rate of the HMD - every vendor has its own implementations and names for them.

...so if the HMD wants 90 frames per second, but your computer can only render 45, the responsible VR runtime will slot in a synthetic frame every other refresh cycle, where the game failes to produce a proper rendered frame in time.

In this case, I believe we are talking motion vector extrapolation, which does in some ways the same thing as when you compress video: It analyses the last two consecutive frames, and tries to determine how the features represented by each pixel have moved from one frame to the other, and then predicts by dead reconning where they should end up in the next frame.

This tends to produce the same sort of artefacts as you can often see in digital video (...and which I personally find utterly unacceptable in VR, but others find indistinguishable from "real" frames), but does account for the player and things in the scene moving - something of a "six degrees of freedom" solution, if you like.

A simpler alternative, is one where you reuse the last full frame as-is, but pans it left-right/up-down in a way that corresponds with how much you have turned your head since that last frame. This keeps the rotational orientation responsive, and consistent with your looking around, but any motion is halted relative to the last frame, producing something of a "stop motion film" effect.

Hope that helped somewhat, and wasn't too much of a "eyes-glazing-over-y" info dump...


EDIT: If you click the menu button on the SteamVR status window on the desktop, you will find - in the developer sub-menu - an option to open the: "advanced frame timing" window, which shows a running graph of how long it takes to render a frame.
There is a check box you can tick, which will make this graph draw inside your VR environment, attached to one of your hand controllers.

You'll want this "frame time" to be below the refresh interval of the hmd, plus a bit, which for 90Hz is 1/90 rounded up to 12 milliseconds (this is centered vertically in the graph), for smoothest and most accurate results. If it goes over, synthetic frames will be substituted - as per your preferences. (EDIT2: It's your choice, really: You can reduce the graphics quality until your frame times get short enough; Or favour graphics quality and suffer the reduced frame rate, if you find that a more palatable trade-off.)
thanks a lot for the detailed information.
in practical ways, how do i change and tweak the mentioned resolutions and multipliers?
from what i found, i have the Mixed Reality pane in settings app, where i can change refresh rate, render resolution (4000x2000ish or adaptive),
then i have,
then i have the steamvr settings, once the global resolution and once the per app settings, and then i have the ED Settings.
which setting correaponds to which parameter from what u were talking about?
also, do i start elite dangerous through steamvr or do i launch normally and then setup for hmd?
how do i proceed in order to obtain best wuality?
 
in practical ways, how do i change and tweak the mentioned resolutions and multipliers?
They essentially all do the same thing, but although I do not have WMR, so have not idea what's in it, I would use the WMR resolution setting to pick my render resolution, and leave everything else on 100%. You could use Elite's "HMD Quality" to experiment with different resolutions whilst in the game, without having to exit and restart it and SteamVR.

I do not have the game on Steam myself, and use its own launcher, but I suppose Steam should work as fine as anything, and probably uses a command line launch option to start directly in VR... Otherwise you select VR in the Options/Graphics/3D in the game menu.

Try to see how high you can go and still manage 90fps, then choose whether you'd rather have better quality and lower frame rate, in which case you can push the resolution higher. When flying and seeing mostly things in the distance, the motion of things on-screen can be a really slow crawl, and in those situations a low frame rate can be perfectly tolerable.
When you are diving your surface vehicle at breakneck speed, however, things can move many degrees of your field of view from one frame to the next, and in those situations you'll really want as many frames per second as you can get.
 
Hello everyone.
I am quite a beginner with VR, and tbh also with ED. i discovered the game 3 weeks ago and it fascinated me so much i bought the X56 Hotas and the REVERB G2 right away.
Now i have finished the Keybindings.
My System is really top spec, i am running a custom waterloop cooled GALAX OC LAB 2080TI at super high clocks. For comparison, i can play Cyberpunk 2077 at RayTracing ULTRA with 3840x1080 with like 90fps ...

Unfortunately, i do not have any knowledge about VR. This is so much different from the stuff i know that i cant figure it out myself.
I wanna get the best out of my Reverb G2 and obtain the best possible image quality at smooth gameplay in VR.
But i do not quite understand the whole settings.
There is SteamVR Resolutions, once global and then the per app multiplier.
Then there is the Motion Smoothing. I already enabled it in WMR and config file (REPROJECTION), but neither do i know what i did nor did i understand what impact each setting has.
Can someone maybe explain for a super dumb VR NEWBIE what all the settings are for?
Maybe someone with a 2080 TI or a 3080 can share his exact settings with me? my GPU should be somewhere around 3080 performance right now.



Maybe
Hi,
Thought I would share my setting with you to help, as by trial and error it works well with HP Reverb G2 and Steam, obviously you will need to tweek things for your setup.
Ryzen 9 5950x running a 4250 MHz on Asus Rog Strix X570-F Motherboard
Radeon RX 6900 XT GPU overclocked and typically runs a 2600 MHz
16GB Patriot Viper 4 Blackout DDR4 Overclocked to 4200 MHz
2TB Sabrent Rocket 4 Plus M.2 NVMe SSD
System is Watercooled & Re-sizable BAR active
 

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alright...i am still playing around with settings.
which settings would you first turn down in case i have some issues? from what i remember smaa vs fxaa was a big impact and then i think. also it seems some fx just look nasty in vr.
im still fiddling around with all of it. BTW, can i launch ED from EDPROFILER directly if it is a Steam install? In VR MODE...maybe skipping STEAMVR would make a performance gain? usually running a thousand apps just slows things down, but maybe in VR it is necessary for some reason?
also, do i have to relaunch the game when playing with the steam vr rendering settings? or is it on the fly?
 
The settings that make the biggest impact (increase/decrease in performamce) for me are, the Steam "Resolution Per Eye" and the ED "Super Sampling" & "HMD Image Quality".
I would suggest setting both the ED "Super Sampling" & " HMD Image Quality" to x0.5, and the Steam "Resolution Per Eye" to 50% to start with.
I have also found the ED "Shadow Quality" makes a difference, so try setting this to Low as well.
I haven't found that "Bloom", "Blur" or "Anti-Aliasing" make much or any difference either way, but if in doubt also set them to the lowest settings first.

I always lauch ED from Steam and don't see an issue with overhead by doing this. From within ED you can "ALT + TAB" to the Steam VR app and make changes to Steam VR with the game running, then "ALT + TAB" back to ED to see the changes. You can also in Developer Settings turn on the GPU Monitoring graph which is visible in the headset to check how hard the GPU is working, I haven't found a way to view FPS in the headset though.

Then you can tweek the setting one by one to see what improvement you can get. I would start by trying to get both ED "Super Sampling" & " HMD Image Quality" to x1.0, then Steam "Resolution Per Eye" to as highest level possible. Then other ED settings.
Avoid raising too many too early, you need to identify which ones are drawing on your systems capabilities.

Also check out this guy for PC (not VR) tweeks to improve Graphics Card performance, there are some settings within the NVIDIA app you can make which I can't remember as I'm now using a Radeon graphics card. He'll also show you how to overclock your RAM / CPU (ie set them to a more performant/non stock settings)
https://www.youtube.com/channel/UCkWQ0gDrqOCarmUKmppD7GQ

VR is a big drain on a systems capabilities, I use to have an Asus Rog Strix 2080 ti OC and it struggled to get high frame rates in VR.
Also ED Odyssey is not yet fully optimised, the maximum frame rates I can get with my rig and Ultra settings in stations is 35 ish just about acceptable, if I run Horizons the frame rate increases significantly, so Odyssey will only get better with time.
 
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Any Americans who can order from Walmart - apparently the G2 is currently on sale for $399 which is a hefty price drop!


Edit: I hope you struck while the iron was hot - it’s up to $499 now 😁
 
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Hi there,

Very new to all this but can anyone advise the settings I should be tweaking to mitigate excessive shimmering with the G2? Anything close to me (HUD, ship structure) is crisp and clear but things futher out (front wall of hanger, stations, surface ports) are distorted with a bad case of the wibbly-wobblies.

System:
Ryzen 5 5600X
RTX 3090FE
16GB RAM
B550-A Pro

Running standalone EDO through SteamVR with MRP plug-in.

Cheers

J.
 
If you are not aware HP have issued a version 2 of the G2 6mt cable. Here are the details from the US website...
https://www.hp.com/us-en/shop/pdp/hp-reverb-g2-6-meter-cable

On Reddit HP posted this...
Source: https://www.reddit.com/r/HPReverb/comments/oyk6xd/revision_2_of_the_reverb_g2_cable_and_all_the/


I have had loads of compatibility problems with my G2 and X570 motherboard, even after installing lots of drivers and bios files that were supposed to fix the problem.
So I contacted HP support here in the UK and told them about my problems with the G2. After lots of questions the guy who I spoke to, who was super helpful, agreed that I needed the replacement cable. He informed me that they don't have any in stock at the moment because there has been a bit of a rush to get one. However I am now on the list to have one sent out.
So if you still have problems with your cable give it a shot guys.
Hope this helps.
 
It's depressingly quiet in here.
Well, I've finally succumbed and started to play ED : O. I had been (very occasionally) playing Horizons, but unfortunately, having been playing since beta back in 2014 I really did want something new to do (and ED : O isn't it, I have zero interest in FPS games, but it's going to be the default game at some point). So I headed out exploring in Odyssey to get myself up to speed with UI changes and on foot controls.

Performance is really not good, it's a stutterfest - every time I jump into a system I get a couple of one or two second pauses, entering either the galaxy or system map causes a couple of seconds of stutters... Disappointing really, as other than that it's very crisp and clear, I don't actively monitor fps, but the game feels smooth other than the aforementioned stutters, so I don't think it's anything in my graphics settings. Of course the on foot stuff in the letterbox is a bit meh, but for occasionally jumping out of my ship to wander for a few minutes on a planet and maybe scan a plant I find there, I'll take it rather than switching back to flatscreen, but obviously would be nice if we could have the same headlook VR as we have in the cockpit.

I got a fairly decent PC at the start of the year, mainly to play MSFS 2020, and it does that very well. i7 10700k, RTX 3080, 32GB, M.2 SSD, using the latest drivers on Win 10. Clearly struggling with Odyssey.
 
Well, I've finally succumbed and started to play ED : O. I had been (very occasionally) playing Horizons, but unfortunately, having been playing since beta back in 2014 I really did want something new to do (and ED : O isn't it, I have zero interest in FPS games, but it's going to be the default game at some point). So I headed out exploring in Odyssey to get myself up to speed with UI changes and on foot controls.

Performance is really not good, it's a stutterfest - every time I jump into a system I get a couple of one or two second pauses, entering either the galaxy or system map causes a couple of seconds of stutters... Disappointing really, as other than that it's very crisp and clear, I don't actively monitor fps, but the game feels smooth other than the aforementioned stutters, so I don't think it's anything in my graphics settings. Of course the on foot stuff in the letterbox is a bit meh, but for occasionally jumping out of my ship to wander for a few minutes on a planet and maybe scan a plant I find there, I'll take it rather than switching back to flatscreen, but obviously would be nice if we could have the same headlook VR as we have in the cockpit.

I got a fairly decent PC at the start of the year, mainly to play MSFS 2020, and it does that very well. i7 10700k, RTX 3080, 32GB, M.2 SSD, using the latest drivers on Win 10. Clearly struggling with Odyssey.
Thanks for posting your VR experience in Odyssey. Let's hope Frontier can sort out the framerate problems sooner rather than later. At least they seem to think they will do it before the year end according to item 4 in the latest post...https://forums.frontier.co.uk/threads/elite-dangerous-issue-report-10-08-2021.587868/
We live in hope.
 
Well if there is anyone out there who might be interested, my new rev 2 cable turned up today and it works great. It even works in the USB-C slot, which it never did before.
The added power button is also a bonus.
 
Well, I've finally succumbed and started to play ED : O. I had been (very occasionally) playing Horizons, but unfortunately, having been playing since beta back in 2014 I really did want something new to do (and ED : O isn't it, I have zero interest in FPS games, but it's going to be the default game at some point). So I headed out exploring in Odyssey to get myself up to speed with UI changes and on foot controls.

Performance is really not good, it's a stutterfest - every time I jump into a system I get a couple of one or two second pauses, entering either the galaxy or system map causes a couple of seconds of stutters... Disappointing really, as other than that it's very crisp and clear, I don't actively monitor fps, but the game feels smooth other than the aforementioned stutters, so I don't think it's anything in my graphics settings. Of course the on foot stuff in the letterbox is a bit meh, but for occasionally jumping out of my ship to wander for a few minutes on a planet and maybe scan a plant I find there, I'll take it rather than switching back to flatscreen, but obviously would be nice if we could have the same headlook VR as we have in the cockpit.

I got a fairly decent PC at the start of the year, mainly to play MSFS 2020, and it does that very well. i7 10700k, RTX 3080, 32GB, M.2 SSD, using the latest drivers on Win 10. Clearly struggling with Odyssey.
Have to agree with your assessment. Have been playing for a long time on my RTX 2070 in Horizons, Odyssey from launch was unplayable. Recently upgraded my PC to an 11th gen i9 with RTX 3080. After revelling in Horizons, I downloaded Odyssey again to see how it would fare with the new hardware. The stutters as you describe are game-breaking, even though I would describe the performance as reasonable outside this. I didn't even get to get closer than orbiting a planet, or walk around in a station - game was unacceptable before getting that far. Terrible shame.
 
Have to agree with your assessment. Have been playing for a long time on my RTX 2070 in Horizons, Odyssey from launch was unplayable. Recently upgraded my PC to an 11th gen i9 with RTX 3080. After revelling in Horizons, I downloaded Odyssey again to see how it would fare with the new hardware. The stutters as you describe are game-breaking, even though I would describe the performance as reasonable outside this. I didn't even get to get closer than orbiting a planet, or walk around in a station - game was unacceptable before getting that far. Terrible shame.

Well, I'll give a short update.

For reasons not understandable to humans, the long stutters on entering a system seem to have gone away by themselves... I have also tweaked a few graphics settings and dropped my render scaling in SteamVR by 10% down to 70% in the application specific setting, it's 100% in the global setting, and things seem actually a little better / smoother. But - I need to test it more before I declare any kind of victory as I did very little after making those changes, so I want to see whether it improves opening the galaxy / system maps which were creating a huge stutterfest, see how it looks on planet surfaces, and since I'm out in the black won't be able to see how it performs in stations for a little while.

If it does seem genuinely better then I'll document my graphics settings here in case it's helpful to anyone else.
 
Well, seems better, so I've posted my settings and a commentary here -


And for giggles, a couple of pictures from the on foot camera, not that they show anything relevant at all...



 
So far my G2 headset was replaced (it suddenly stopped working) and then a couple of months later the cable developed an issue so that was replaced (though not with the upgraded one).

I originally ran the G2 on my 980Ti, which was fun (not), and it only supported 60Hz due to the HDMI version. Fortunately, I was able to snag a Ryzen 6800 shortly afterwards which was a huge improvement.

Horizons on the G2 is beautiful, and plays great with a 6800. Odyssey is beautiful but is unplayable for the things I spend most of my time doing (e.g. flyving or flying at speed over planet surfaces). This was with most settings at high.

Two weeks ago I managed to obtain an NVidia 3090, which has replaced the 6800 (though will likely end up in another machine). Even with a 3090, Odyssey is still no fun to play (and the SteamVR performance graph shows it has huge issues). All settings are at ultra, and I am running 1.2x supersampling via the NVidia Control Panel. Horizons has no problem with those settings (and I'm sticking with Horizons until Odyssey is on a par).
 
And another quick update having come back in from the black. No changes to my settings from my previous post.

So, while still out I noticed that if I opened a map (galaxy or system) while turning my head back from the left hand panel I got very bad stutters, but if I had 'centered' my view, in other words was already looking straight ahead it was no more than a small bump. Kind of weird, but absolutely repeatable.

Having got back, I personally found being in a station (I was in my ship, not on foot) and using the UI's was fine and pretty much stutter free. Opening maps the same as above. I still find a lot of the new UI really poor in comparison to the old one, but that's a whole different issue.

Once again, hyperspace jumps seem to be a real issue for my set up, quite a jump / stutter causer. No idea why that should be, I mean it's a loading screen. But in supercruise and once back in normal space and even near planets everything seemed pretty good. Also in combat - I tried out a couple of missions - it was pretty much fine, no real issues dispatching a pirate and a terrorist, other than the fact that I had totally lost the muscle memory for using weapons with my joystick, but I can't blame that on FD. :)
 
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