My VR Setup Philosophy

When dealing with VR, there's a few universal truths.

"What works for me, may not work for you." and "Your mileage may vary."

That means what it says. Two people, even with identical hardware, may not have the same VR experience. Practically, few people have identical hardware, so you need to use a little bit of common sense when setting up your VR rig. The goal is to find settings that produce a smooth experience. Jerky HMD images will only induce nausea.

No video card today can drive an HMD at a continuous 90 fps with Ultra settings in all locations of Elite. As a result, your setup will be one of compromise. You'll want to get your rig set-up so your performance is balanced with acceptable GPU temps. You need to play with your settings to get what works (or, more importantly, looks) best for you.

Start with your HMD on the lowest settings (VR LOW) and get it working so your head tracking is smooth. If your head tracking does not work on low setting you need to address that first. Mount your base stations securely with direct unobstructed line-of-sight to where you'll be using your HMD.

Once that is satisfactory, get a base line on your GPU temps when running VR Low settings. MSI Afterburner is what I use and it not only tracks GPU temps in real time, but also shows a brief history. As you dial up the settings you can come back to the temps to assess how much your GPU is working. You'll want to balance performance against temps as GPU's will throttle performance at higher temps to protect themselves. The better your cooling solution, the better the VR will perform as a rule. Note: many PC's and GPU's today have variable speed fans that can be modified. By turning up your fan speeds, you improve cooling and enable lower temps. More noise, but more efficient cooling as a result.

Once you have your baseline, increase the graphics settings to VR MED. Play the game and reassess your temps. I try to keep my GPU at 75C or less. Less is preferred. Day to day, my GPU max temp is around 65-67C (VR High with additional tweaks) while playing Elite. YMMV depending on the cooling solution and fan speeds you have in place.

Then go to VR High, reassess your temps, then try VR Ultra. If you see stuttering or other graphical anomalies at any stage, or if your GPU temps shoot up, dial it back to the previous level. Once you've found your plateau with the built in VR LOW, MED, HIGH or ULTRA settings, you can now start to tweak upwards. I won't go into all of them in detail, that would take too long and there's many decent threads on specific settings with their impact on performance, but try increasing one thing at a time then see how it performs. You'll want to be near or inside a busy station to see how it behaves under load.

FPS indicators and the various on-screen diagnostics are great, but in the end if you find settings you feel give a good experience with little to no nausea after an extended session, then that's all that really counts.

TIP: Get Dr. Kaii's excellent EDProfiler program to assist in changing graphics settings. You can save settings that work as you go in case you need to undo something. This will save you a bunch of time if you screw something up. If you use the program and find it useful, throw him a donation as thanks (http://www.drkaii.com/tools/edprofiler/)

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TIP: Turn on the anti-nausea settings for the SRV. There's three separate settings to help keep your dinner down. When you first get into the SRV on a planet, drive slowly to begin and train your brain. Drive like a yobbo and you'll regret it. If you start to feel nauseous, take a break, then come back when equilibrium is restored. Over time you'll get used to the motion and be able to drive more aggressively.

TIP: VR High and VR Ultra graphic textures are massive. Having Elite installed on an SSD or PCIe SSD / NVMe drive will dramatically improve load times and reduce texture pop-in on planets.

TIP: Set your monitor resolution to a low setting. The monitor is driven by the GPU. Reducing the resolution reduces the amount of work the GPU has to do to support it and you'll get additional horsepower to use for VR.

TIP: Voice Attack and a HOTAS are very useful when wearing an HMD. They are highly recommended.

I'm sure others will have more tips. Good luck with your setup.
 
TIP: Set your monitor resolution to a low setting. The monitor is driven by the GPU. Reducing the resolution reduces the amount of work the GPU has to do to support it and you'll get additional horsepower to use for VR.

Is that right?

In that case is it posible to disable the image to the screen?
 
Is that right?

In that case is it posible to disable the image to the screen?

The proof for this is in the land of go-fast stripes and speaker cables tuned for certain types of music.

And honestly if it really had an impact I would expect oculus or FD to let us shut off the window entirely.
 
Good post!
How do you decouple monitor and HMD resolutions?

When playing ED and most other vr games there's a cropped, mirror window on the monitor.
For most titles this is utterly impossible to disable, some allow you to set a window size.

This is really just an image taken straight from the render pipe and cropped to aspect and scaled to size. So really the workload from 640×480 would be infentessimal compared to default.

And for ed this is reset still EVERY time. So EVERY time you start the game younwould have to reset this window size. And no using Edprofiler doesnt fix this.
 
This is really just an image taken straight from the render pipe and cropped to aspect and scaled to size. So really the workload from 640×480 would be infentessimal compared to default.

And for ed this is reset still EVERY time. So EVERY time you start the game younwould have to reset this window size. And no using Edprofiler doesnt fix this.
I have to set Windowed to Full screen (known bug) every time I boot Elite, but my resolution never changes. I use EDProfiler.

I honestly don't know what the process is to render the monitor version from VR, but when you reduce a monitors resolution you reduce the amount of information you need to process dramatically.

Below you can see 640x480 requires 1/4 of the processing for 1280x960.

webcam-resolution.JPG


The less data you render on the monitor gives the GPU more resources to work with and I doubt this can be classed as infinitesimal. Frankly, even if it were only 1%, I'd still want that on my VR side rather than the monitor (which I can't see in VR regardless).

Good post!
How do you decouple monitor and HMD resolutions?
I use EDProfiler, but you can do it under settings. Not in front of my game rig so can't be specific.
 
Still irrelevant.

The window output is a cropped and scaled. Not rendered separately.
And this a completely different operation that uses an infentessimal amount of processing.

No matter what the size of the window output. It's rendered for the HMD and pulled from that.
at the very absolute most. It could cost a few bytes of RAM.
 
Good general advice. I would add: after finding your comfortable settings, try these three settings tweaks and see what works for you. 1. Set ss to 1, and HMD quality to 1.25, 1.50, 1.75 in turn. Note your temps. Reset ss to 0.65 and HMD to 1.5, 1.75 or 2. Again keep an eye on the temps. Then set ss to 1 and HMD to 1 and set the Oculus debug tool setting for pixel override to1.5, 1.6, 1.7 and so on up to 2. You may find one of these appeals more than the others, or at least is less stressful for your GPU.
 
Good point.
I'm very curious about the different ways to engage SS.
In game we have SS and HMD quality.
Then there's SS in the debug tool - arguably superseded by the Oculus Tray Tool.
Then there's SS in SteamVR.
I'm sure there are others too.
Some people are finding certain methods better than others, but surely they just all do the same thing?
If not, is there an inchoate consensus forming about which is the most effective method?
 
When playing ED and most other vr games there's a cropped, mirror window on the monitor.
For most titles this is utterly impossible to disable, some allow you to set a window size.

This is really just an image taken straight from the render pipe and cropped to aspect and scaled to size. So really the workload from 640×480 would be infentessimal compared to default.

And for ed this is reset still EVERY time. So EVERY time you start the game younwould have to reset this window size. And no using Edprofiler doesnt fix this.

Interesting, was just about to say use ED Profiler to change the display, then read ---^. :D

For those who like to experiment, perhaps changing the display setting in game (matched in ED Profiler if need be) would work? I have been able to change the in game display setting which then shows on the monitor even when using VR, but don't know whether its a hard set (i.e. hold every time I launch in VR).

As for the impact on VR performance, agree that it generally won't make much difference on low resolutions (e.g. 640x480 v default). Did find that setting the display on higher resolutions (e.g. full screen) does have some effect on VR performance because I tried it just to see. Obviously not something anyone would normally do.
 
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TorTorden's argument regarding the mirrored window reflects my experience. I had it set to the minimum and to fullscreen. I did not notice any difference in performance.

another Tip: When changing SS or HMD values restart the game. I believe they are not fully applied if you don't restart.
 
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