HTC Vive resolution and  focus

Well, did get this to work! You were correct, I forgot the comma ... oi :D

I put in the same value as the other forum used, 2.5, and while Elite rendered beautifully, though still with alising errors, it also only ran at 3 fps according to shadow play. It updated so slowly that occasionally individual sides of the vive didn't render and were left black.

Isn't this doing the same thing as SS in game? Am I right in assuming that this might be a little more efficient?
 
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I was able to get the sweet spot at 1.5 and moving SS in Elite to 1.0. I do think this is more efficient as without this trick and doing SS within Elite I do not get the same crisp text in the UI. I did notice that in steamvr.vrsettings it appears that you can have a finer setting like 1.512 instead of the single tenth increments.
 
yeah running dual 980's though i have to turn one off for vr.. grr, at 1.5 with it set to VR low, i was still losing frames around space stations. I will try 1.4 but I might just go back to 1 and put the details back up to ultra. not sure yet, how low will I have to do it and end up not really seeing a benefit anyway...

at 2.5 it did look dam fine though :D
 
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Ok I just tested it in 2.0 and WOW!!!! That's how Elite should look! It's amazing! The text still has some small aliasing problems, but otherwise is fantastic. Too bad I can't use it at all in my hardware... even in 1.3 it stays over 11msec all the time. Maybe with a 1080...
 
Well, did get this to work! You were correct, I forgot the comma ... oi :D

I put in the same value as the other forum used, 2.5, and while Elite rendered beautifully, though still with alising errors, it also only ran at 3 fps according to shadow play. It updated so slowly that occasionally individual sides of the vive didn't render and were left black.

Isn't this doing the same thing as SS in game? Am I right in assuming that this might be a little more efficient?

Wow 2.5??? Why are they setting it so high, I cant imagine any current card that could cope with this setting in ED. Using the same debug option in Oculus; 1.5 improves things well enough so that stations look great without needing 2 1080's :).
For the Oculus I use the debug override set at 1.5 and turn on smaa in ED.
I will experiment tonight when I get home. Vive is still plugged in after another VR Demo :)
I would love to get ED looking as good in the vive, I miss its more vivid display, wider field of view and better sweet spot.,although I don't like its .75 scaled UI in ED as I need to wear my glasses in the Vive but not in the rift.
 
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Yeah I only set 2.5 just so I could see a difference :D its back down to 1 because I can't set it high enough to make much of a difference and still keep my 90 FPS.

So I will wait for the official patch.
 
Yeah I only set 2.5 just so I could see a difference :D its back down to 1 because I can't set it high enough to make much of a difference and still keep my 90 FPS.

So I will wait for the official patch.

Yeah I actually play ED with the Rift, and use its 1.5 SS setting. If I set the same thing for the Vive and leave all of the other settings in ED the same, the image quality is same if not better on Vive (as far as colour saturation etc) but the frame rate is horrible. The SteamVR renderer must not be as efficient as the oculus one at this time.
 
Ok so we have some news from FD. Not the absolute best news but at least we know they're still at it, with external help:

Uu0OgML.jpg
 
Ok so we have some news from FD. Not the absolute best news but at least we know they're still at it, with external help:

http://i.imgur.com/Uu0OgML.jpg

Which leads me to believe they basically invested/dedicated no real time to the whole issue at all in the past months. The most important months when you want to distinguish yourself from the wave of games as "World's leading triple A VR game". I don't get the idea they took the issues as serious as the should have.
 
Oh well, I've arranged for my Vive to be picked up due to several dead/stuck pixels so with any luck by the time I get it back we will have some better news !
 
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Ok so we have some news from FD. Not the absolute best news but at least we know they're still at it, with external help:

http://i.imgur.com/Uu0OgML.jpg

Frontier needs to get their act together. That statement is vague and repetitive (basically the same exact thing they said months ago). It's sad when your users have done more to improve graphics quality in your game than you have...

For those with 1080s, we need to band together and find an ideal set of settings for optimum image quality. Right now I'm using VR high with the external SS set to 1.6, in game SS:1, AA: off.

Looks pretty great (head and shoulders above in the in game SS) but I'm missing having some of the effects enabled, and I'm getting some slight juddering in stations.
 
I purchased the Vive for 2 games and to do some vr developing with my 2 boys. Those 2 games are Elite Dangerous and DCS world. Over at the DCS forums someone found a setting within steam VR that might do something for Elite Dangerous. Please do not get upset if it does not work as I have not tested this yet. Go to the following post over at DCS to see what they are doing. http://forums.eagle.ru/showthread.php?t=169141 This change is global so every game that uses steam vr will be affected so be aware of that.

Thanks for this, has made a very big difference for me and gives a very good idea of what we can probably expect in the future. I am running a 1080 graphics card.
I remember years ago in the early days of PC gaming when you had to tweak autoexec.bat files to get optimum settings – it feels like the early days all over again! But, as we are early adopters of this new technology, I guess it goes with the territory!
As VR matures, no doubt all of this will be done by the devs, but it is a big learning curve for them too. Thankfully, we have great resources like this to make these tweaks as we enjoy the pioneering days of VR.
Thanks again for posting the link.
 
Not tried that tbh, I was under the impression it was hardware failure of the pixels and dead means dead on oled as opposed to stuck like LCD panels.

Is there evidence that suggests its a fix ? :)

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I've just finished packing up the headset and now I've just read about what you mention, damn it I'm gonna have to try this now:D

I'll report back ;)
 
Not tried that tbh, I was under the impression it was hardware failure of the pixels and dead means dead on oled as opposed to stuck like LCD panels.

Is there evidence that suggests its a fix ? :)

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I've just finished packing up the headset and now I've just read about what you mention, damn it I'm gonna have to try this now:D

I'll report back ;)

Good luck.............
 
Always good to know Frontier is continuing work on the HTC Vive fix.

As for the parameter change posted here, I have made the changes and will try it out tomorrow. It's good to know there's a dramatic improvement. I will make sure I lower Supersampling back down to 1.0, though. My current GTX 970 may tank otherwise! :p
 
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Good luck.............

Thanks Adam, :D

I can't find a single stuck pixel now, just a slight hint of where a small cluster used to be but I have to spend several minuets looking and on the right colour background !

At no point did support tell me there was a possible fix, they were friendly and helpful though.

To be fair I wouldn't of thought this would of worked, whatever's going on here is black magic, the resolution seems cleaner on the beta too :D

Better go do some more testing and cancel TNT tomorrow. :p
 
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