HTC Vive resolution and  focus

Well, I just got an Oculus Rift today. I played Elite: Dangerous for an hour and can confirm that it has much better image quality in Elite: Dangerous. I would say that it's maybe less of a big deal than I expected, but there is 100% a better sense of scale, and far less of the aliasing and shimmering present. Oh, and this is all playing at sample 1.0x.

I imagine the issue is MOSTLY software oriented, but honestly, I feel like Oculus Rift has the better screen. I am certain that this will impact future multiplatform titles, although hopefully to a lesser extent than Elite: Dangerous.

Yes, the aliasing and shimmering is the big downside of Vives right now. And it's definitely software oriented. SteamVR Super Sampling helps.
The sense of scale thing interests me. I wonder if this is everyone's experience and what may cause it. Runtime? Aliasing?
 
...what may cause it. Runtime? Aliasing?

Cameras set up incorrectly?

I see exactly the same kind of aliasing in the Rift as in the Vive, only it is slightly less in your face, because the effective resolution is somewhat higher to begin with. (Both devices use 1080x1200 panels, but the Vive spreads those 1080 pixels over about 20 degrees more field of view per eye, leaving the Rift with quite a bit more pixels per degree of view, as reward for its ("twofold") FOV sacrifice. This particular issue is a hardware matter, and can not change with software updates.

The aliasing itself, needs to be addressed, but I am not holding my breath - antialiasing is supposedly inherently difficult with deferred rendering.
 
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This is mentioned again and again and while I use this to get a decent image quality it is no fix. The problem is software based and FD has to fix it. We are bruteforcing a better image quality by applying a lot of supersampling right now.

We all have different specs ,what works for one person may not work for another.I can say this works for me perfectly.There are some tips to improve fps that i have not seen in other guides.Plus the chaperone software with reprojection option.The guide is not just about supersampling.
 
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We all have different specs ,what works for one person may not work for another.I can say this works for me perfectly.There are some tips to improve fps that i have not seen in other guides.Plus the chaperone software with reprojection option.The guide is not just about supersampling.

Would you be able to post a pic from your logs showing your FPS working perfectly. I would really like to see that so we as a community can start to pin point which hardware settings are needed to get ED running perfectly.
 
Sure where would i find the file that contains that info.
Also read that thread i posted ,i'm not the only one to get results
 
Sure where would i find the file that contains that info.
Also read that thread i posted ,i'm not the only one to get results

You can use resource monitoring software like MSI afterburner or EVGA precision X. In their GUI select what you want to monitor (in this case FPS) and then fly around. Try going to a planet, a RES and land at a lager station. Then look at the graphs that where generated by the monitoring software.

Most people who claim that everything is running great are actually running in reprojection and don't even know it.

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Quick heads up: Apparently if you use the SteamVR options UI, it is silently rounding up manually set supersampling values, which may give unexpected image quality in Elite:

https://www.reddit.com/r/Vive/comments/50c9by/psa_new_version_of_steamvr_will_auto_round_up/

Yeah I noticed that last night. I was banging my head over the weekend trying to figure out why my performance was getting even worse.
 
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Just in case you all have not seen this thread give it a read.I have my Vive running beautifully now after these tips.

https://forums.frontier.co.uk/showthread.php/274325-How-to-get-Elite-in-VR-looking-CRYSTAL-CLEAR-D
Supersampling gets the image clear if you have the horsepower to run it but my biggest issue with ED in VR on the Vive is the incorrect scaling. Everything is smaller than it should be, it may not bother some people but when I switch from my DK2 to my Vive the difference is huge and it has a big impact on the experience.

The other bug that needs to be addressed is the periphery bug, having sparkles in my periphery is annoying.

So yes, while your guide provides a work around for the resolution fault, it doesn't make the Vive 'run beautifully'.
 
Supersampling gets the image clear if you have the horsepower to run it but my biggest issue with ED in VR on the Vive is the incorrect scaling. Everything is smaller than it should be, it may not bother some people but when I switch from my DK2 to my Vive the difference is huge and it has a big impact on the experience.

The other bug that needs to be addressed is the periphery bug, having sparkles in my periphery is annoying.

So yes, while your guide provides a work around for the resolution fault, it doesn't make the Vive 'run beautifully'.

You can only speak for yourself ,not me.
 
Quick heads up: Apparently if you use the SteamVR options UI, it is silently rounding up manually set supersampling values, which may give unexpected image quality in Elite:

https://www.reddit.com/r/Vive/comments/50c9by/psa_new_version_of_steamvr_will_auto_round_up/

Update: this has been fixed in the latest SteamVR beta:

Fixed a case where numeric settings would get rounded to the nearest integer if the default value was an integer. This affected users who manually configured “renderTargetMultiplier”, which has a default value of 1.

Source: http://steamcommunity.com/games/250820/announcements/detail/597112859862346176
 
Just checking in here... still extremely disappointed that this issue is still ongoing. [sad]

More so this week since borrowing my brother's Rift. No amount of SS tinkering can come close to creating an equivalent experience as it stands in the Rift. The scaling really does make a difference.

Been watching this thread for months waiting... so here I am, officially adding my voice to the choir.

Now back to waiting.
 
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Supersampling gets the image clear if you have the horsepower to run it but my biggest issue with ED in VR on the Vive is the incorrect scaling. Everything is smaller than it should be, it may not bother some people but when I switch from my DK2 to my Vive the difference is huge and it has a big impact on the experience.

The other bug that needs to be addressed is the periphery bug, having sparkles in my periphery is annoying.

So yes, while your guide provides a work around for the resolution fault, it doesn't make the Vive 'run beautifully'.

This was an nVidia driver issue, and the latest driver resolves this.
 
Ok thanks. That's something to look forward to later at Least!

Does anyone else think that the scale issue is combining with the already fewer number of pixels per degree of visual angle might be the cause of the perceived difference between vive and rift? And that by fixing scale alone might bring them much closer?
 
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