Haven't read all the posts, but am I right in assuming that super sampling (SS) is the key to good looking VR? Has anyone tried turning other settings way down, and setting SS as high as possible for smooth play?
super sampling using steamvr is the key to good quality. I have tries running VR low and 2.0. This gives a very clear view thus you will see the object LOD models "pop" and you will notice the low resolution textures. But the clarity of the picture is very nice.
Cheers Aio. So as usual, it's a matter of finding "the sweet spot".
When you say steamvr, what are your impressions with VR through FDs own launcher?
I can verify that 2.0-0.65 works in 90 fps (excluding hyperjumps and menu fiddling). I have been running the steamvr debugger to report missing frames so I know that I get constant 90 fps. But I do not run ultra settings. I "just" have vr high with 0.65 but that still gives awesome gfx. I have not really had the time to optimise the settings, I'm just very satisfied with what I get.
If Aio, Shadragon and J'Zargo could take some screenshots of the Frame Timings in a standard situation - either the lobby, or the icy rings in the first training mission - then we could sensibly compare.
My experience matched yours, Darkfyre99 - there wasn't much noticeable judder but I felt yucky out of the blue, and I have never had that with ED since getting my Vive. So I'm back to waiting for an 'official fix'.
Quick question ( I haven't ready every post so I may have missed this):
What is the commenting format for the code used in this cfg file? Is it like C++ or what? I'd like to comment my file, because I go for long gaps between messing with this stuff sometimes and I may forget what is what.
Quick question ( I haven't ready every post so I may have missed this):
What is the commenting format for the code used in this cfg file? Is it like C++ or what? I'd like to comment my file, because I go for long gaps between messing with this stuff sometimes and I may forget what is what.