HTC Vive resolution and  focus

I just used the ctr+f.
Supposedly from what i garnered from some reddit posts via google, this number should report actual numbers from the rendering pipeline. But I am not sure about that, since it seems a lot smoother than i consider 45 fps before.

This is true from point of view from the ED render engine. If SteamVR is recognizing that the application cannot keep up with 90fps it will drop to 45fps and use the reprojection feature to insert an interpolated frame, which will handle movement caused by the HMD quite nicely, but will never be able to catch any application induced movements like fast moving objects (other spaceships) or when you do a close flyby on a station.

If you monitor GPU usage with a tool like GPU-Z you will see that the GPU is dropping to ~45% usage in these situations, because is has now only half the work to do.

I see you are using an i5. At what frequency does it run ?

I am using an i7 4770K and a MSI 980Ti Gaming. Originally I run the CPU at the factory clock speed of 3.5Ghz ( It has a boost speed of 3.9 but only if one core is active, which is not the case with ED). With this I had really problems to achieve 90fps and I got this only with VRLow and even then I had 45fps in stations e.g.
I then looked into overclocking and was massively surprised to see how much effect this had. I am now running at 4.2Ghz on all 4 cores and also adjusted the cache clock to match the core clock. You can see my timings in various scenarios and settings here.

Only adjusting the cache clock to match the core clock ( from 800MHz to 3.5 GHz) did a huge difference.

The measurements I did also suggest (at least to me) that the CPU part is quite a huge factor for getting the 90fps, but not in sheer computing power, but more in a synchronization issue between CPU and GPU. The improvement by increasing the clock speed might only be because then the sync problem is just barely avoided. I guess there might lie some optimization potential in this area. Lets hope FDev can find the time to address this properly.
 
Just enclosing my setting for ED having waded through all the forums on the subject of Vive resolution and focus.

Windows 7 (Windows 10 hell no).
i74790K
16mb
GTX 980Ti

Steam VR fie setting:
"renderTargetMultiplier": 1.60

Elite graphics options:
Model Draw distance: FULL
Texture Quality: High
Shadow Quality: High
Bloom Medium:
Blur OFF:
Supersamling: X0.75
Ambient Occlusion: High
Environment quality: Ultra
FX quality: High
Depth of field: High
Reflection Quality: High
Material Quality: Ultra
Galaxy Map Quality: High
Terrain Quality: Ultra
Terrain work: 75%
Terrain Material Quality: Ultra
Terrain Samplel Quality: Ultra

Gamma 50%
Dashboard Brightness 0%

I get no frame jumpping or drop in space, docking or on surface. Also can read all levels of HUD including headings on SRV without a problem.
The only time I get double vision (I assume due to drop in frame rate) is when I am docked at engineers.

I finally got my Vive and have used these settings. VR is great but even with these settings its still not massively clear and you get pixilation especially in a station. Am I missing something?
 
I finally got my Vive and have used these settings. VR is great but even with these settings its still not massively clear and you get pixilation especially in a station. Am I missing something?

The only thing you miss is that there is only so much tricks like SS can do. In the end, you have a relatively low resolution screen sitting a couple of centimeters away from your eyes, magnified through fresnel lenses. You will ALWAYS see pixels and either aliasing or blurring (depending on whether or not you use Anti Aliasing. Personally I prefer the aliased but sharper visuals).
What can not be conveyed though, is that even at that relatively low resolution VR is still in a complete different category from anything you might experience in a "flat" environment, but that you must let your brain be fooled. You will only see the pixels and SDE if you try too much to treat the view as a type of "screen". Try to "see" the actual depth of what's in front of your eyes instead.
Without using Supersampling, if I try to see the screens as such, I can barely make out the text. If I relax, my head and eyes start to move more naturally, and I can read everything pretty well.
 
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It could be. How did you measure the fps? You should try using the vive frame timing tool, it'll show you the real thing, and in msec per frame which is way better than fps.
But anyway, my guess is that having 45fps in the vive is pretty common right now. And if you don't have a trained eye or watch the frame timing closely you may not even know. Lots of people claiming that they're using multipliers at 1.5 or 2.0 with ultra settings in a 980ti, but I don't buy it. If you watch closely the frame timing tool you'll see that's there are no graphics card available to truly run ED at even 1.5 multiplier and ultra settings in the vive. Not even a 1080.

gtx 1080 here.
playing with render target 2.0 and ingame 0.65, aa= ssa. in frame-sync getting (other settings VR High) +90 fps most of the time.... but not in stations like bakers prospect....
 
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I finally got my Vive and have used these settings. VR is great but even with these settings its still not massively clear and you get pixilation especially in a station. Am I missing something?

I agree, Commander Lupins settings provide a smooth experience but not the prettiest to look at. I am using I7 4790 with gtx 1070 and find the simples thing to do is crank all in game settings to max with ss at .65. Then set chaperone rendering to 2.0 and reduce it until you get steady 45-90 fps with ctrl f. Mine settled around 1.7. Game looks great, text very readable and no stuttering. Don't forget to lean back when centering in game view so you are closer to text whilst playing.
 
I agree, Commander Lupins settings provide a smooth experience but not the prettiest to look at. I am using I7 4790 with gtx 1070 and find the simples thing to do is crank all in game settings to max with ss at .65. Then set chaperone rendering to 2.0 and reduce it until you get steady 45-90 fps with ctrl f. Mine settled around 1.7. Game looks great, text very readable and no stuttering. Don't forget to lean back when centering in game view so you are closer to text whilst playing.
excellent I will try this as I have a 1070 as well
 
The only thing you miss is that there is only so much tricks like SS can do. In the end, you have a relatively low resolution screen sitting a couple of centimeters away from your eyes, magnified through fresnel lenses. You will ALWAYS see pixels and either aliasing or blurring (depending on whether or not you use Anti Aliasing. Personally I prefer the aliased but sharper visuals).
What can not be conveyed though, is that even at that relatively low resolution VR is still in a complete different category from anything you might experience in a "flat" environment, but that you must let your brain be fooled. You will only see the pixels and SDE if you try to much to treat the view as a type of "screen". Try to "see" the actual depth of what's in front of your eyes instead.
Without using Supersampling, if I try to see the screens as such, I can barely make out the text. If I relax, my head and eyes start to move more naturally, and I can read everything pretty well.


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spot on with your observations CMDR, it takes practice to stop forcing your eyes to focus in the distance and just passively accept the illusion. And it's totally different EXPERIENCE from playing with on the monitor, so much so I can't go back for any length of time.

I still think there's loads FD can do to improve the image, it's very slightly out of focus and my avatar is 5ft. Feels wired.

Also I've noticed a lot of pressure on the CPU, in game and while in the Galaxy map. There's something wrong with the map in particular seems to use way too many resources for what it is.
 
Dang, I should check the forums more often. I've been too busy in ED enjoying the game to be here keeping up to date. I had essentially accepted the fuzzy text as part of the experience and just leaned up to read system messages or target locations. I've been playing ED in the Vive since I got it a month ago, and had only played ED a couple weeks prior to that.

The feeling of the Vive far outweighs the loss of clarity in game. At least for me. Reading text in the game isn't fun, but it's also not what I'm doing 99% of the time. But I'll try a 1.5 multiplier and see if that sorts out that one complaint. Oh, and I also feel like I'm 2/3rds of a human. I feel very small in the game when I look at my legs.

I also agree with the comment above, you do have to train yourself not to focus too far away, or the pixels start coming into view. Esp when exploring in hypercruise and all the orbit lines are visible. Very hard to not focus on them.

I'd also point out that on the load screen, there's lots of text that's smaller and much easier to read. Granted it's not being rendered by the graphics engine, but it's still an example of what could be possible if they sort out the issue without needing super sampling.
 
gtx 1080 here.
playing with render target 2.0 and ingame 0.65, aa= ssa. in frame-sync getting (other settings VR High) +90 fps most of the time.... but not in stations like bakers prospect....

Thank you, that's a good example.
0.65 SS * 2.0 RT equals to an actual 1.3 SS/RT if I'm not mistaken. So in summary: 1.3RT with VR High + SMAA in a 1080 can't keep 90fps all the time.
At first look, that doesn't say much about the Vive optimisation in Elite. However, just to be fair it would be interesting to know how much faster the CV1 really is.

BTW I assumed ssa=SMAA which is the closest sounding antialiasing in game (it has an S) :)
 
Is the SS settings for elite in a file on the pc? Was curious what would happen if you pushed it lower, relying more on the steamVR sampling to get the resolution :)
 
Is the SS settings for elite in a file on the pc? Was curious what would happen if you pushed it lower, relying more on the steamVR sampling to get the resolution :)

I used 0.5 in Elite SS and 2.0 in render target multiplier to simulate a better 1.0x, but it was noticeably slower than the real 1.0x and didn't see any real improvement in image quality. However, I can't be sure that Elite actually used the 0.5x, or was using a different resolution.
 
Ahh ok, maybe the .65 is a hard limit in the game.


Yo Frontier, it's a week into July, what gives? Even Adr1ft has the beta for their vive support done, where are you ? :D

(we thrive on details!!!)
 
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Hay guys could you let me know if the following sorts out the Vive issues. In work at the moment so can't try it out.

http://forums.eagle.ru/showthread.php?p=2822842#post2822842


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Ok guys, after the latest patch failed to assist I had a look and discovered we can actually increase pixel density.

I've tested and... THE A-10C HUD IS READABLE.

How to:

  1. go to your steam install path for me this is C:\Games\Steam for many it will be C:\Program Files(x86)\Steam
  2. Enter the config directory
  3. Open steamvr.vrsettings in notepad or your preferred text editor(sublime etc not word)
  4. Under "steamvr" add "renderTargetMultiplier": 2.5 (with a multiplier of your choice)
IMPORTANT: between each item there should be a , EXCEPT for the last one(so Python programmers beware)

Mine looks like this for example:
Code:
"steamvr" : {
"allowReprojection" : true,
"background" : "C:\\Program Files (x86)\\ViveSetup\\Updater\\viveNight.png",
"renderTargetMultiplier": 2.5
},

Notice my renderTargetMutliplier has no trailing ,

Beware this will affect all games so you may want to adjust or remove it between games. You may also need to tweak your graphics settings again.

--------------------------
 
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For some reason or another, the abovementioned renderTargetMultiplier does absolutely not affect the visual quality for me.
Others have mentioned dramatic changes and drops in FPS or even those grey screens when things go too slow. Yet, for me only the FPS drops and grey screens seem to happen but visuals stay the same.

This is the config file, it looks OK but I'm most likely doing something wrong

"steamvr" : {
"allowReprojection" : true,
"background" : "C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\250820\\651299720\\mirror.png",
"basestationPowerManagement" : true,
"directMode" : true,
"directModeEdidPid" : 43521,
"directModeEdidVid" : 53794,
"playAreaColor" : "#FFFFFFFF",
"showStage" : true,
"renderTargetMultiplier" : 2.5
},
 
Is the Elite .65 value in a graphics settings file somewhere?

Would love to drop it down to .5 for giggles and see what happens.
 
I didn't make a change in ED, but I added 1.5 for the target multiplier, and it's a lot better. I'm also still running Ultra settings, and it seems to be keeping up. At least well enough that I don't notice.
 
Latest NVIDIA drivers, peripheral vision bug still not fixed.

SSx0.65 + SteamVR hack set to 1.5 makes the game almost good-looking (doesn't improve the cockpit UI at all though, just the exterior), but with that blue      all over my peripheral vision it's not worth the bother.
 
For some reason or another, the abovementioned renderTargetMultiplier does absolutely not affect the visual quality for me.
Others have mentioned dramatic changes and drops in FPS or even those grey screens when things go too slow. Yet, for me only the FPS drops and grey screens seem to happen but visuals stay the same.

This is the config file, it looks OK but I'm most likely doing something wrong

"steamvr" : {
"allowReprojection" : true,
"background" : "C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\250820\\651299720\\mirror.png",
"basestationPowerManagement" : true,
"directMode" : true,
"directModeEdidPid" : 43521,
"directModeEdidVid" : 53794,
"playAreaColor" : "#FFFFFFFF",
"showStage" : true,
"renderTargetMultiplier" : 2.5
},


Sorry long day working with this, you need to remove the space between the '" :' hope it makes sense :D
 
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