HTC Vive resolution and  focus

There is no time for celebrate guys , we still need huge improvement over AA , rendering , shimering issues, scale... ASR is only a solutions for FPS drops..
 
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Well, I must say that the AR really makes a difference. Sure, there will be a minor latency when it kicks in, but at least the stations and planet surfaces are no longer the doublevision/stutter fests they used to be. I could now crank up the settings to VR Ultra, supersampling at 1.0 and HMD quality at 2.0 and it looks way better and especially FEELS better.

So far, I'm quite happy with this! :)
 
There is no time for celebrate guys , we still need huge improvement over AA , rendering , shimering issues, scale... ASR is only a solutions for FPS drops..

While I agree that there is definitely room for improvement on Frontier's end, this is the FIRST time, since Frontier has been trying to *fix* the Vive's issues for most users, that my Elite VR experience has seen an improvement as opposed to getting worse. Today, I have managed to play in VR High, with a 980 graphics card, in space, on the surface of planets, in the old stations, in the new stations, and within rings, and not have any perceptible judder. ASR may be a solution for FPS drops, but it is a solution that allows me to crank up the graphics options again, which is a solution to some of the other graphics issues.

In the last Beta, I had to use graphics settings I called "VR Very Low" to experience a judder free game. Today, using SteamVR's current Beta, I was able to bump up the visual quality to VR High. I almost could play on VR Ultra, but I found that the new stations and rings had just enough judder be annoying. And the station I'm currently running missions from happens to use the new assets.

When using VR High settings, game looks good IMO. The AA issues are barely noticeable, in the sense I have to pay attention to see them. The window for "shimmering" when approaching surface settlements is less than a second unless I screw up my glide approach. The text on the comm board is readable again without having to lean towards it.

And as for scale... I tried what Tiayviel posted above, using a number of different chairs just out of curiosity. I must agree, the perception of the scale of your body really depends upon your posture when resetting your head position. It turns out the chair I use for flight sims has a bit of give to it, so when I settle my feet on the pedals in preparation for flight, it shifts my head into just the right position for best effect. My "normal" chair, which encourages good posture for web browsing and normal PC games, makes my virtual body seem smaller as a result, unless I really sit up straight when resetting my head position, and then move back to a normal position. And the the kitchen chair I tried yielded similar results.
 
Definite improvement, trumps the old reprojection a lot. Undust your Elite+Vive setup and try it!
Make sure to reset rendertargetmultiplier in the steamvr config file - so you don't have weird issues.

Also to those with scaling issues - I read people complain about it so much that I started seeing what they mean with the kid-sized human.
So I tested around and what I found is that it's severely linked to your position when pressing the HMD position reset button.

Try it - sit straight, reset HMD button, look at body. Then push your head down while looking forward, reset, straighten up again - human will be tiny.
While sitting, stretch your head up, reset HMD orientation, slump back down - human will look adult. Let me know if you see the difference!

Great find! Definitely makes a difference.
 
There is no time for celebrate guys , we still need huge improvement over AA , rendering , shimering issues, scale... ASR is only a solutions for FPS drops..


While I agree that Frontier can improve a great deal of things like more modern AA and adding a World Size slider like in Project Cars, I also have to say that thanks to the new ASR I can finally enjoy ED with Vive and I'm very happy with the newly cranked up settings I'm able to run as the clarity is great and the horrible shimmering around the stations is greatly reduced thanks to the increased brute force available thanks to the ASR. I can only imagine how amazing could ED look if the new rendering api for Pascal series was added and better AA with World slider were introduced. It is getting close to a true Frontier in VR now and hopefully with these 3 things introduced we will have hell of a beast of a VR game on our hands... Oh and Space legs of course :D .
 
So I have a laptop with twol 980M's in it which was playable on VR low but I had judder in stations and you could just forget about going into the hanger on surface stations. Once those lights kicked on, it was like being a drunk in a blender. With ASR on, I've got thing set to VR medium and I have yet to see an iota of judder. The game also looks so much better to boot. I haven't landed on a planet yet but so far, I'm in heaven.

Also had an interesting experience today when I fired the beta up for the first time. I'm on the road and staying at a Hampton Inn. I got into game and tracking just started jumping all over the place. I'd make one move and all of a sudden I'd be turned around backwards or sitting outside my ship. My first thought was that the beta had hosed up the tracking or the firmware needed to be updated. I was praying I hadn't damaged any of the components in transit. As I was contemplating seppuku, I started going through the troubleshooting website at steam and noticed something about reflective surfaces. I started looking around the desk trying to figure out if I had any reflective surfaces. I started pulling off water bottles, I put the lamp on the floor and then I realized that there was a giant        g mirror right in front of the desk. My "b" base stations was clearly visible in it and that was throwing the headset off. Got an extra sheet from the front desk and the problem was solved. So if any of you travel with your Vive, be conscious of where mirrors. When you go bouncing around the play space because the headset can't figure which bay station is real, it's a little... unsettling...
 
Hello CMDRs, I'm still lurking in this thread and see that there has been some update to the Vive and people reporting that they are seeing improvements in Elite. Does anyone know if they are general improvements for everyone or if they specifically affect those with lower end cards? Would it be a case of diminishing returns depending on your GPU?
 
...or if they specifically affect those with lower end cards?
...

I am afraid that, as far as I know, at the moment the contrary holds true. -The current beta asynchronous reprojection implementation runs only on a fairly recent Nvidia card (9xx series and up), which can offer applications the ability to preempt its processes without too much delay. (EDIT: This is supposedly also one of the reasons Valve were reluctant to implement it from the outset.)
 
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I am afraid that, as far as I know, at the moment the contrary holds true. -The current beta asynchronous reprojection implementation runs only on a fairly recent Nvidia card (9xx series and up), which can offer applications the ability to preempt its processes without too much delay. (EDIT: This is supposedly also one of the reasons Valve were reluctant to implement it from the outset.)

Ahh, well that is actually good news for me as I bought a top end card specifically for Elite. Cheers for the info.
 
The SteamVR update is for those with more modern nVidia cards, as far as I know. I have a regular 980, and I've seen a remarkable improvement over the last Beta, where I had had to bump down my graphics quality to what I'd been calling "VR Very Low" just to play the game, and I'd still get minor juddering from time to time. I probably spent a good seven or eight hours yesterday in VR High, and not had one noticable instance of judder that whole time.

As for diminishing returns... your milage may vary, but here's what I consider most important to least important, graphics quality wise:
  1. The game must judder free in space. If I can't have this, the game isn't playable.
  2. The game must be judder free in stations and near planetary surfaces.
  3. The game must be judder free in all environments.
  4. The main panels must be legible from my normal position
  5. The comms panel (that little one in the upper left) must be legible from my normal position
  6. Full environmental graphics options (ex: shadows) must be enabled at a minimum of "low".
  7. The "sparkly" effect seen when approaching stations and planetary settlements must be minimal.
  8. Aliasing artifacts must be minimal in general.

All of the above except 7 meets or exceeds my expectations, and I have a feeling that 7 is less about graphics options, and more about the fact that Elite: Dangerous, while designed with VR in mind, is optimized for 4k+ monitors. On my "2k" monitor, station and planetary settlement approaches looked great all the time. In VR... not so much, probably because while pixel density is at about HD quality for each eye, that density is spread out over a much​ wider field of view.
 
Do you really, honestly, think that ED is optimized for 4K+? It's being originated with headroom in mind (and a certain cavalier attitude to shadow and high frequency detail artifacting on lower resolutions) but I can't believe nor do I see any evidence that it's not optimised for 1080p. FD are too consistently careful in their tech decisions elsewhere not to be doing 'Design for the future, optimise for the present'.

PS 7 or 8 hours in VR High? Something's working well now :) Not at all jealous, honest!
 
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Do you really, honestly, think that ED is optimized for 4K+? It's being originated with headroom in mind (and a certain cavalier attitude to shadow and high frequency detail artifacting on lower resolutions) but I can't believe nor do I see any evidence that it's not optimised for 1080p. FD are too consistently careful in their tech decisions elsewhere not to be doing 'Design for the future, optimise for the present'.

PS 7 or 8 hours in VR High? Something's working well now :) Not at all jealous, honest!

Let me see if I can explain this better.

Here is a small portion of a screen shot I took in the game, using the "high resolution screen shot" function in solo mode.

36 Doradus A 1 (720p section).jpg

This part of the screen shot is at 720p resolution. The actual screen shot is 7680x4320.

Here's a scaled down version of the screen shot.

36 Doradus A 1 (small).png

Frontier's Cobra Engine is capable of incredible detail like this. IMO, the shimmering and sparkling I see at a certain distance from stations, settlements, and even the night side of inhabited planets (like the one above) is caused by LOD graphics settings intended for use with 4k+ monitors* being rendered, and then distorted, for the VR Headset.

________
* Less the future, and more the present, these days.
 
I like using VR, but from what i can tell, graphics are cranked down on purpose.
Let me explain, when i set the desktop resolution to 1920x1080 so that i can record the game while playing in VR, then that 1080p quality is WAY WORSE than what it is when playing in normal 1080p without using the VR.

When in VR mode and 1080p, i can clearly see the pixelation on my monitor, when launching game without VR in 1080p, image is far more clean and crisp than what it is in VR mode.
I think there's some serious development issue.
I don't understand why crank down the graphics when using VR? and in case someone did not understand what i said, i'm not talking about looking inside VR, i'm talking about using a screen recorder and recording my primary monitor. in VR 1080p quality is way worse on monitor.

I've played lot of other VR games and they don't look pixelated at all, so there's something wrong with VR mode in Elite. I like VR mode, but due the pixelation i can't really use it, makes my head hurt and eyes blurry.
 
Anyone else have the sphere of influence frame warp that was fixed a few patched back, where your view location warps into a weird place in the cockpit for 1 frame when you pass from influences (planet, star, deep space) etc in supercuise, come back again with ED when playing with ATW on and reprojection off?
 
When not in the Vive, I would play Elite in 4K. the 2 980's I have run it quite well at that resolution actually and it was pretty epic running it on a 60inch TV.
 
Just to advise with both the Frontier & SteamVR fixes, Elite looks good in VR and not one stutter. Still room for improvement, but its certainly good enough for me.
Spec : 15 @ 3300k, GTX980 TI.
 
I like using VR, but from what i can tell, graphics are cranked down on purpose.
Let me explain, when i set the desktop resolution to 1920x1080 so that i can record the game while playing in VR, then that 1080p quality is WAY WORSE than what it is when playing in normal 1080p without using the VR.

When in VR mode and 1080p, i can clearly see the pixelation on my monitor, when launching game without VR in 1080p, image is far more clean and crisp than what it is in VR mode.
I think there's some serious development issue.
I don't understand why crank down the graphics when using VR? and in case someone did not understand what i said, i'm not talking about looking inside VR, i'm talking about using a screen recorder and recording my primary monitor. in VR 1080p quality is way worse on monitor.

I've played lot of other VR games and they don't look pixelated at all, so there's something wrong with VR mode in Elite. I like VR mode, but due the pixelation i can't really use it, makes my head hurt and eyes blurry.

It's just the mirror display rendering LQ to save resources. It is not what shows up in your vive.
 
Just to advise with both the Frontier & SteamVR fixes, Elite looks good in VR and not one stutter. Still room for improvement, but its certainly good enough for me.
Spec : 15 @ 3300k, GTX980 TI.

god bless you :)

I'm almost afraid to ask if you wouldn't mind posting your graphics settings.

edit: woah didn't know they added reprojection a few days ago. SWEET. Will test and report my findings compared to the Rift.
 
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For anyone who cares. Since ATW and the new patch. I'm running 1.0x1.5 as far as settings with the following settings on a GTX 1080, 16GB, i5 4770k.

I use to run a classic 0.65x2.0 prior to the current patch.

Super Sampling: 1.0 (I ditched .65 so I can take mirror screenshots again that aren't complete trash)
HMD Quality: 1.5
Model Draw distance: 50%
Texture Quality: HIGH
Shadow Quality: MED
Bloom: OFF
Blur: ON
Antialiasing: OFF
Ambient Occlusion: OFF
Environment: HIGH (this gets you high texture size for the skybox, this setting is secretly clutch)
FX Quality: MED
Reflection Quality: HIGH
Material Quality: HIGH
Galaxy Map Quality: LOW (nebular fill rate is a killer)

Other considerations: Ainstropic Filtering is forced to x16 at a Driver level, and Reprojection is forced off in SteamVR, with ATW left on.

I'm largely playing 45fps with ATW in any combat, station, planet but ATW makes it very tolerable.
 
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