Increase pixel density - VIVE - improve text readability

Could someone post the entire vrsettings file contents as text please? The original post has a few parenthesis missing and I suspect that is what screwed me up last night.

Also, when you turn on the vrsetting renderTargetMultiplier do you turn off the Elite SS or make it the same value?


Here you go Shadragon,

{
"audio" : {
"onPlaybackDevice" : "{0.0.0.00000000}.{5702c7ea-3d1d-48fe-9114-b783e2e42142}",
"viveHDMIGain" : false
},
"camera" : {
"enableCamera" : false,
"enableCameraForCollisionBounds" : false,
"enableCameraForRoomView" : true,
"enableCameraInDashboard" : false
},
"collisionBounds" : {
"CollisionBoundsStyle" : 0
},
"jsonid" : "vrsettings",
"keyboard" : {
"TutorialCompletions" : 1
},
"modelskins" : {
"lh_basestation_vive" : "C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\250820\\681266322\\lh_basestation_vive\\lh_basestation_vive.obj",
"lh_basestation_vive_PublishedFileId" : "681266322"
},
"perfcheck" : {
"heuristicActive" : true
},
"steamvr" : {
"CycleBackgroundImageTimeSec" : -1,
"allowReprojection" : true,
"background" : "C:\\Program Files (x86)\\Steam\\steamapps\\workshop\\content\\250820\\652519329\\rickmorty.jpg",
"directMode" : true,
"renderTargetMultiplier": 1.5
"directModeEdidPid" : 43521,
"directModeEdidVid" : 53794,
"playAreaColor" : "#FFFFFF22",
"showMirrorView" : false
},
"version" : "1"
}


You can see I've set mine at 1.5 in the renderTarget Multiplier.

I guess there will be subtle differences in some of the values depending on setups
 
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Just to let you know mine is residing in C:\Program Files (x86)\Steam\config

Perhaps there is a duplicate elsewhere that you found and edited ?
 
This is the real deal. I was running in game SS 1.5x and swapped it for the Vive's solution (and set ED back to SS 1.0) and even with what should have been a limited improvement, the difference in text legability and visual crispness was jaw dropping.
 
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This is the real deal. I was running in game SS 1.5x and swapped it for the Vive's solution (and set ED back to SS 1.0) and even with what should have been a limited improvement, the difference in text legability and visual crispness was jaw dropping.

Yup, same experience here. I'm running VR high setting steam based SS to 1.6 with very minimal judder in stations on a GTX 1080. Night and day improvement. Really shows just how bad the SS is in game, which is unfortunate, but at least we now have a workaround.

Has anyone started working on a new list of optimal settings with the universal SS instead? I'd be curious to see how much we could tweak up settings beyond VR high for GTX 980ti and 1080 users... If I find a better set of settings I'll report back.
 
Just to let you know mine is residing in C:\Program Files (x86)\Steam\config

Perhaps there is a duplicate elsewhere that you found and edited ?
My Steam install is on my D: Drive. I don't have Steam in my Program files. Will double check, but I did look last night.

There's a program available through the Reddit forum that'll edit this value for you (and provide changes to chaperone bounds).
Is that the Chaperone Switcher? If so, I just grabbed it. Thanks.
 
Ran at 2.0, High settings across the board and x4 AA for 3 hours. Decent results. GPU temp was 65-70C, but there was some artifacting. Will reduce it down to 1.75 for tomorrows test, but very noticeable improvement using the OP method.

P.S. I left my Elite SS at 1.0 for the above test, but will try to lower that to the lowest level tonight.
 
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Here are a pair of interesting conjoined twins of observations:

1) When stressing the hardware really hard, with 2.0+ render target, AND 2.0 Elite's own supersampling (a combination that looks gorgeous, btw - finally antialiased polygon edges (except at those resolutions even smaller details (that are presumably normally LOD culled) are brought into the scene, bringing their own little shimmering edges :p), I find that I can turn my head quickly, and leave the rendered viewplane behind, so that I can see the corners of the image, even whilst animation on the plane continues and follows my head; and as long as I don't move too much, it will stick there; This is with: "Reprojection" and: "always on Reprojection" switched off. Don't know if this is an Elite thing, or an OpenVR Compositor thing, but have to lean toward the latter - I imagine this can only happen well after Cobra has handed off to the Compositor, although even at that stage it feels rather unlikely that the camera is allowed to go astray...

2) This allowed me to see just how much noise Elite puts out there, around the circular areas that can be seen through lenses, and how bright it all is. I did have a suspicion, given that I could always notice it flickering brightly around the fringes, but now I know it's the same all the way out to the corners of the screen. I wonder how much of that light reaches the user's eyes; ED always suffered uncommonly much fresnel artefacting, and not only should the ridges in the fresnel lenses pick up- and scatter the fringe light, but there is both quite a bit of specularity to the black plastic housing cones of the optical units, which appear grey through the lens (mash your eyeball all the way up to it, and look nose-wards), and the display panels themselves are highly reflective, having an appearence much like the matte side of aluminium foil.

NEXT DAY EDIT: Hang on a second! When doing the look-around--viewplane-stays-behind thing, I can actually see the notch in the culling mask disc, and it is filled up with the noise. That is odd, because post distortion, the edge of that notch should be expanded outwards, so that its curve becomes a straight line along the edge of the screen, and the left and right eye images meet up down the vertical centre line of the output picture with both views in it -- Yet I do not seem to notice any "pillow" distortion in the image, the way I would if the distortion shader was not applied in the first place. What on (...or off) Earth is going on here? (Maybe the compositor just throws its hands into the air and gives up, under the heavy load (and I am not looking hard enough for distortion, especially given everything is shifted into the periphery)?)
 
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jojon - What hardware are you running that allows you to do a 2 X 2.0 processing?

It doesn't pull that off (EDIT: ,sorry); I get frame rates in the lower-to-less-than tens, when doing that with the old single 980ti, but one just have to try it out, do one not? :D

I am still curious about the things it allowed me to notice though... -Now that you mention it, it could be that the distortion is skipped in those situations, for the simple reason that there may not be enough memory available, to properly buffer the whole thing (...maybe even the-whole-thing and a reprojected copy of it)... :p
 
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Guys, you can check out the Vive Focus thread in the sticky section, but things are now a lot easier.

Use Edprofiler to make your Elite in game settings and save them - then use 'Chaperone Switcher' which now has a very handy setting which allows you to set the SteamVR supersampling to whatever you wish, without editing files etc - simplicity in itself.

And there are some ideal settings in the stickied thread, but the general consensus is to set Elite supersampling to .65 and to set SteamVR supersampling to 2 - it looks totally amazing on a 980ti.
You can use these basic settings and then tweak the Elite graphics quality settings to suit your card should it be struggling.

njoi!
 
I'm talking to the Chaperone author on reddit. It does not detect my steam install on my D: drive, so I have to do edits manually. No worries, last night was quite educational. Will try the .65 setting tonight and report back.

Any word on if you can do AA through Vive settings as well?
 
Update: Ran on Elite .65 SS, vrsettings 2.0 SS. Began with x4 AA in-game, but noticed minor artifacting when I moved my head. Changed it to SMAA which was smoother. GPU temp was 63C consistently after two hours of play. Fans barely kicked in at all.

Overall, a very decent experience.

Full settings here.

KEpPz3N.jpg
 
Update: Ran on Elite .65 SS, vrsettings 2.0 SS. Began with x4 AA in-game, but noticed minor artifacting when I moved my head. Changed it to SMAA which was smoother. GPU temp was 63C consistently after two hours of play. Fans barely kicked in at all.

Overall, a very decent experience.

Full settings here.

http://i.imgur.com/KEpPz3N.jpg

You shoukd get better results with 1.0 resolution in game and 1.4 steam vr multiplier, and turn off smaa, dont use AA in game, you are overtaxing your system, supersampling is the original and best form of AA.
 
Last night I tried SS 1.0 with 1.4 Steam multiplier, it actually looked worse and had poorer frame rate.

To my eye, best visual and framerate results are by undersampling at 0.65 with a higher Steam multiplier of 1.8 - 2.2.

It's counter intuitive, I know! Elite's SS implementation for the Vive must be really bad.
 
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Last night I tried SS 1.0 with 1.4 Steam multiplier, it actually looked worse and had poorer frame rate.

To my eye, best visual and framerate results are by undersampling at 0.65 with a higher Steam multiplier of 1.8 - 2.2.

It's counter intuitive, I know! Elite's SS implementation for the Vive must be really bad.

What gpu are you running?, this is my setup for good visuals and 90fps all the time. I am running a 1080.
 
It's counter intuitive, I know! Elite's SS implementation for the Vive must be really bad.

As people have mentioned, it's not that the super-sampling implementation sucks, but that ED shouldn't be super-sampling in the first place. Instead, ED should send the higher resolution framebuffer directly to openVR.
 
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