My Vive arrived! (But ED resolution/image is so low/fuzzy)

Hey there,

System specs:

Core i7 6850k
2x GTX 1080 w/ HB SLI Bridge
64 GB Ram
Win10x64 Pro

Full ED with all expansions etc (tested w 2.2 guardians update)
Brand New HTC Vive, fully working tested in various different games/applications.

It is amazing, don't get me wrong. But I'm used to playing the game at 3440x1440 resolution on a 21:9 x34 predator monitor. Now I can barely read in game text. Everything looks so fuzzy, its as if I'm playing at 640x480 SD resolution (not an exaggeration). Any suggestions on what I can do to clean up the image/improve it?

In the windowed image on monitor that mimics what is shown in the headset the image quality is sharp.
 
There are a bunch of things you can do that helps but the biggest thing you can do is to use the steamVR beta as that has asynchronous reprojection.

Just launch steam and go to the properties of Steam VR and opt into the beta, it will replace your existing version (may need to unplug vive etc)

Play game and change your HMD quality settings in your graphics tab +

http://forums.frontier.co.uk/showthread.php/300682-Valve-Releases-Asynchronous-Reprojection-support-in-SteamVR-Beta-Client!-Post-your-feedback-here!
 
There's loads of other "vs" threads, i can't be tbh.
and the on ething they all have in common is that the people who actually do have both headsets ALL prefer the Rift with Elite!

Not a single person that has both has ever has stated the opposite...
 
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I'm not sure what your problem is mate, are you Lucky Palmer or something ?

I was trying to help the OP, why are you here ?

I get it you love Facebook etc so away and post there ;)

edit :From a user on this very forum who owns both

"I was doing some tests yesterday using SS 1.25 and HMD quality at 1.25 and the text seemed the clearest I could ever have it. But I'm running Steam VR Beta with Asynch Reprojection which helps a lot (only for newish Nvidia Cards - mine is 980ti).My settings are also rather cranked up at Shadows - Medium, FX medium, Ambient OFF, Viewing distance max, Details HIGh, Textures High, Bloom off ect and thanks to the new asynch reprojection in Steam VR beta I get nominal/rare micro stutter. In my opinion the clarity at the settings at which I can run it now is even better then on Oculus ..."


There you go, a single user for ya !
 
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Best thing to do to get a crystal clear image is get a Rift instead of the Vive! Sorry to say but true!

Not any more in my humble opinion. Sorry to burst a bubble, but Rift is no longer better then Vive in any way what so ever in terms of visual quality... Performance wise I would guess that the Rift can be pushed a little bit further then Vive by a marginal amount, but the difference is no longer substantial, if not even possibly just subjective to systems and unique configurations.

Before the AR I would agree as I had both Vive and Rift CV1, but since the Asynchronous Reprojection introduced in Steam VR Beta I would take Vive any time of the day over Rift. I guess you haven't yet updated to Steam VR Beta, Deactivate the old Reprojection and leave the Asynch on with Reprojection Always On turned on and maybe it will change your mind. Readability is now on par or possibly even better on Vive then in Rift as it doesn't suffer the Blurring and god aweful Godrays like Rift and thanks to Asynch you can brute force higher settings letting you enjoy clear text, but still have greater FOV and amazing vivid colors. In my opinion it runs equally well now with decent HMD quality settings and SS even on 980ti and the OP has much better card then me, so I have to disagree. My rift actually went back as there were far too many artifacts and since the AR introduced by steam I'm very happy with my decision to send Rift with it's bland colours, colour banding, godrays and blurring back.

To the OP ;) : Get the Beta as mentioned above and go into the properties in Steam, Software, Steam VR (rightclick) and click properties. Go and select Beta Access and your Steam VR will udpate. Once updated Relaunch Steam VR and click on the Steam VR Beta Dropdown (top left Corner) and click settings. There you want to go into Performance and make sure that Allow Asynchronous reprojection is on and Interleaved reprojection is off (running both together can cause unwanted stutters based on my tests). In the same window you want to click Developer (underneath performance) and click Enable Alway-on Reprojection. Restart you HMD if needed and launch ED.

In ED my currently preferred settings are Supersampling (SS) at 1.25 and HMD Quality at 1.25 ( You might be able to push HMD at 1.5 to give even better clarity) Shadows at Medium (possibly high in your case) FX High, Bloom Off, Textures and everything else High excluding Ambient Lighting which is OFF and Galaxy map at low as there is no benefit to Galaxy map being at high and simply causes stutters if you wish to travel to center or highly dense areas)

For Galaxy map I recommend mapping your hotas for moving in the map as it will make it easier then trying to use mouse.

I hope the above helps Commander and don't be shy to ask for tips or help. The Vive community has been helping each other since day one ;)

Oh and disable SLI!!! SLI in VR isn't very well optimized yet
 
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Welcome to VR - OP is coming from very high res down to VR res. Its a big step down, but the ability to look around and see your cockpit etc is the whole idea. Not even 2 TitanXP's will pull off 4K in VR.

In ED, try setting the HMD Quality to a value higher than 1.0 - 1.25 makes a big difference to text etc. 1.5 starts to hog performance on a 1080, but fdepending on your detail setings, you might think its ok.
Turn off blur
Turn off Depth of field
Turn bloom to medium
Turn shadows to medium
Turn Ambient Occlusion to Low/Medium

That should give you the headroom to crack the HMD Quality to 1.25 or 1.5.

Pretty sure the second 1080 will be unused in VR - turn it off /disable SLI when in ED.
 
i love how my s7 and gear vr can play both vive and rift games through riftcat.....clear as day.......i can use steam ve...and a app called revive to play occulus stuff.

riftcat is my tethered 60fps app i use...30 fps shy of standard,but its smooth enough to me,also like my monitor but with screendoor effect if look hard enough.

and im on a r9280x lol....hmd is 1.5,SS is 1.0...res on desktop and game and app is 1920x1080...riftcat doest the magic.
i even fixed drift so its top notch...

leap motion controllers for there wii stick things lol....cant do the move around room stuff...but i wouldnt want to...this vr stuff is best with car racing and flight sims...or first person horror lol

future updtes will push more fps to 90!.....great app if one wants vr but without buying a dear hmd.


personally it wont really kick off until it becomes akin to putting on a pair of shades.


if games had graphics that actualy looked real it would be a winner


best vr experience so far is ETS2 and pcars
 
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Not any more in my humble opinion. Sorry to burst a bubble, but Rift is no longer better then Vive in any way what so ever in terms of visual quality... Performance wise I would guess that the Rift can be pushed a little bit further then Vive by a marginal amount, but the difference is no longer substantial, if not even possibly just subjective to systems and unique configurations.

Before the AR I would agree as I had both Vive and Rift CV1, but since the Asynchronous Reprojection introduced in Steam VR Beta I would take Vive any time of the day over Rift. I guess you haven't yet updated to Steam VR Beta, Deactivate the old Reprojection and leave the Asynch on with Reprojection Always On turned on and maybe it will change your mind. Readability is now on par or possibly even better on Vive then in Rift as it doesn't suffer the Blurring and god aweful Godrays like Rift and thanks to Asynch you can brute force higher settings letting you enjoy clear text, but still have greater FOV and amazing vivid colors. In my opinion it runs equally well now with decent HMD quality settings and SS even on 980ti and the OP has much better card then me, so I have to disagree. My rift actually went back as there were far too many artifacts and since the AR introduced by steam I'm very happy with my decision to send Rift with it's bland colours, colour banding, godrays and blurring back.
good too know Vive is catching up! Sounds to me though you had a defect Rift if you had artifacts! One thing that will never change is the awful weight of the Vive and the fact that you sweat under it as compared to the Rift which you completely forget you are waering! Therefore I don't buy your story! There is simply no way you prefer the Vive due to that!
Not to mention I can drink beer and coffee with the rift while playing and that doesn't work in the vive
 
good too know Vive is catching up! Sounds to me though you had a defect Rift if you had artifacts! One thing that will never change is the awful weight of the Vive and the fact that you sweat under it as compared to the Rift which you completely forget you are waering! Therefore I don't buy your story! There is simply no way you prefer the Vive due to that!
Not to mention I can drink beer and coffee with the rift while playing and that doesn't work in the vive

My Rift was exactly the same as many other users have ;) - https://forums.frontier.co.uk/showthread.php/300697-Black-smearing-and-colour-banding-creeping-back. Oculus simply can't get rid of this issue due to their design and hardware choices. God Rays are significantly worse on the Rift and anybody semi objective will have to agree to that. Objectively the Vive FOV is larger and the immersion for large portion of users is better, so quite frankly I couldn't care less if you buy my opinion or not as I'm not selling it, but simply stating it as my opinion ;) .

PS I've just played ED for 3 Hours and I'm not covered in sweat as Vive doesn't heat up anywhere near as badly as Oculus ;) Maybe I'm just not sweaty type :)
 
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My Rift was exactly the same as many other users have ;) - https://forums.frontier.co.uk/showthread.php/300697-Black-smearing-and-colour-banding-creeping-back. Oculus simply can't get rid of this issue due to their design and hardware choices. God Rays are significantly worse on the Rift and anybody semi objective will have to agree to that. Objectively the Vive FOV is larger and the immersion for large portion of users is better, so quite frankly I couldn't care less if you buy my opinion or not as I'm not selling it, but simply stating it as my opinion ;) .

PS I've just played ED for 3 Hours and I'm not covered in sweat as Vive doesn't heat up anywhere near as badly as Oculus ;) Maybe I'm just not sweaty type :)
I play in the Rift up to 14 hours straight without noticing it or sweating... the vive has soo much weight it         swings my head around - I mean I feal it to the degree that it bothers me when I look around vs the Rift which is just nonexistent in terms of noticing ANY weight!

Plus I drink beer and coffee depending on the daytime... image is a joke in the vive just the cente ris sharp the rest of it is mushy.

Still not buying a word u r saying!
 
My Rift was exactly the same as many other users have ;) - https://forums.frontier.co.uk/showthread.php/300697-Black-smearing-and-colour-banding-creeping-back. Oculus simply can't get rid of this issue due to their design and hardware choices. God Rays are significantly worse on the Rift and anybody semi objective will have to agree to that. Objectively the Vive FOV is larger and the immersion for large portion of users is better, so quite frankly I couldn't care less if you buy my opinion or not as I'm not selling it, but simply stating it as my opinion ;) .

PS I've just played ED for 3 Hours and I'm not covered in sweat as Vive doesn't heat up anywhere near as badly as Oculus ;) Maybe I'm just not sweaty type :)

Bravo. But for every Kapow there is a RedRaven.

For myself, I've been in the Rift and the Vive now and prefer the Rift. The 'hardware' selections are all about trade-offs. Rift fits my head better and (but I did like the bit wider padding on the Vive though). Same with god-rays - some will be ultra-sensitive to them. Luckily I'm not - they're there but unless you go looking for them they're invisible - I've tuned them out (maybe that comes with being a lifelong glasses wearer where 'god rays and reflections are commonplace). Vive has them too, but yes, they're less distinct as they use fewer ridges in their Fresnel lenses. But that diminishes the image slightly.
The Vive's FOV is slightly wider, but for me it wasn't enough to make a major fuss about, and the trade-off is that the central sweet-spot area was fuzzier, as the same number of pixels are stretched over a bit wider area as compared to the Rift.
Colour was a bit better on the Vive, granted, and I'm not sure why it isn't as vibrant on the Rift; the screens are identical and the lenses won't have any appreciable impact on saturation. Since my preference is for a little finer detail, the Rift suits, although its only a smidge more defined in the centre area. In your wider view, you can't focus anyway. I don't find the Rift confining or limiting in anyway.
The VR software seems better on the Rift over the Vive (not the Oculus Home tripe or the SteamVR fund-Gabe-Newell portal). ATW was fantastic from the start on the Rift, and Vive owners seem happy now that AR has been implemented on the Vive.

All in all, the two pieces of hardware are quite similar in capability, especially now with the Vive having the much-improved Async Projection. They both use the same OLED screens and any colour variation is down to interpretation and mixing by the software. The subtleties between the designs and the visual 'nuance' they create really isn't worth the polarised flame-bait we see in a lot of threads.

Although I could, I was never the sort of buyer who would buy both HMD's. It'd be like having both an AMD and an nVidia GPU in your PC. :D

Either way, PC HMD's, console HMD's and others coming need to survive and expand the VR knowledge base, from software to rendering pipeline design, the dreaded 'optimisations' that very, very few are actually qualified to talk about (including me), and defining people's perceptual experience in VR, which can be wildly different.

Its like the first days of 3D dedicated GPU's for VR right now. Brilliant!

Hope the OP improves his visuals to a satisfactory level - he has capable hardware, and supersampling via the HMD quality will aid to a certain degree. The rest of the OP's experience will rely on the knowledge that "VR is far harder than 2D", even at 4K, the timing needed tends to waste system resources, SLI can't be currently brought to bear, and the resolution of two tiny OLED screens isn't anywhere near simple HD yet. 1st Generation hardware.

Much ground to be broken in the next few years... I'm loving the journey so far, even with its god rays and pixelly stars :p
 
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