No AA?

I see a lot of people saying that they have AA turned off. I've always used AA. Early testing showed that SMAA worked best with a monitor (Nvidia). I still had that set with VR. I just tried turning AA off and I think it really makes a lot of things look bad. At a distance, outposts really look like they twinkle lights strung all over them with AA off. But further testing today, I think FXAA might actually look better in VR (Rift) at a slightly less performance hit than SMAA. And either setting seems to have a pretty small performance hit for the better visuals. [yesnod]
 
I see a lot of people saying that they have AA turned off. I've always used AA. Early testing showed that SMAA worked best with a monitor (Nvidia). I still had that set with VR. I just tried turning AA off and I think it really makes a lot of things look bad. At a distance, outposts really look like they twinkle lights strung all over them with AA off. But further testing today, I think FXAA might actually look better in VR (Rift) at a slightly less performance hit than SMAA. And either setting seems to have a pretty small performance hit for the better visuals. [yesnod]

Astronauts Anonymous?
 
I see a lot of people saying that they have AA turned off. I've always used AA. Early testing showed that SMAA worked best with a monitor (Nvidia). I still had that set with VR. I just tried turning AA off and I think it really makes a lot of things look bad. At a distance, outposts really look like they twinkle lights strung all over them with AA off. But further testing today, I think FXAA might actually look better in VR (Rift) at a slightly less performance hit than SMAA. And either setting seems to have a pretty small performance hit for the better visuals. [yesnod]

Agree. I've found FXAA be the best with ED/VR as it is fairly light on resources (compared to SMAA). While using FXAA can also go into the Nvidia control panel 3D settings and select "enhance application setting" and then choose 2x or 4x. There is then a noticeable improvement with aliasing without much of a performance hit. Compare in the start up screen (with the SRV), particularly at the rear of the ship on the right.
 
Agree. I've found FXAA be the best with ED/VR as it is fairly light on resources (compared to SMAA). While using FXAA can also go into the Nvidia control panel 3D settings and select "enhance application setting" and then choose 2x or 4x. There is then a noticeable improvement with aliasing without much of a performance hit. Compare in the start up screen (with the SRV), particularly at the rear of the ship on the right.

FXAA is greyed out for me in the Nvidia control panel
 
I guess he is talking about an Anti-Aliasing filter. But that is an old guy perspective versus some new guy who thinks that everyone in the gaming world knows what he is talking about when he says 'AA'. Maybe I'm wrong but show up in Open play and some of us old guys will reset his clock.
 
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I guess he is talking about an Anti-Alising filter.But that is an old guy perspective versus some new guy who thinks that everyone in the gaming world knows what he is talking about when he says 'AA'. Maybe I'm wrong but show up in Open play and some of us old guys will reset his clock.
Ha! You spelled it wrong, which I was trying to avoid. :rolleyes:
 
Thank you OP a thousand times! This post has finally made me tinker with the graphical settings in VR... I applied FXAA, put SS to 1.0 and HMD quality to 1.5 and... I am awestruck by the jump in clarity! No judder in the tutorial docking mission as I tested it out, and it's just... I could kick myself in the balls for not doing this earlier!!!!
 
Thank you OP a thousand times! This post has finally made me tinker with the graphical settings in VR... I applied FXAA, put SS to 1.0 and HMD quality to 1.5 and... I am awestruck by the jump in clarity! No judder in the tutorial docking mission as I tested it out, and it's just... I could kick myself in the balls for not doing this earlier!!!!

Ditch the FXAA. It's a really low quality form of anti-aliasing. Setting the HMD quality to 1.5 is all you need to do - the Oculus runtime is supersampling (SSAA) when you set this attribute. You don't want to pass it texture information that has been pre-processed.

Likewise the native Cobra engine supersampling is not required for similar reason - in your case having it set to 1.0 is correct.
 
FXAA is greyed out for me in the Nvidia control panel

I don't set FXAA in the graphics card. It should be available in-game as an AA option in the graphics settings. I only use the graphics card to enhance the AA.
 
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I have a Vive, but Supersampling should work similar I think. I'll give this a try. IMHO FXAA gave it a smoother look (less shimmering) albeit a bit "fuzzier". That was with ingame SS at 1.25 and HMD quality 1.5.

I haven't tried ingame SS 1.0 and 1.5 HMD-quality WITHOUT FXAA though. You're suggesting that it should be better than with FXAA? Genuine question: in what way?

On an unrelated sidenote: as I'm currently out in the black in the real game (no stations in 10000 LY range): do you think using the tutorials (docking etc.) is a viable benchmark for testing the settings out?

Ditch the FXAA. It's a really low quality form of anti-aliasing. Setting the HMD quality to 1.5 is all you need to do - the Oculus runtime is supersampling (SSAA) when you set this attribute. You don't want to pass it texture information that has been pre-processed.

Likewise the native Cobra engine supersampling is not required for similar reason - in your case having it set to 1.0 is correct.
 
I have a Vive, but Supersampling should work similar I think. I'll give this a try. IMHO FXAA gave it a smoother look (less shimmering) albeit a bit "fuzzier". That was with ingame SS at 1.25 and HMD quality 1.5.

I haven't tried ingame SS 1.0 and 1.5 HMD-quality WITHOUT FXAA though. You're suggesting that it should be better than with FXAA? Genuine question: in what way?

On an unrelated sidenote: as I'm currently out in the black in the real game (no stations in 10000 LY range): do you think using the tutorials (docking etc.) is a viable benchmark for testing the settings out?


Personally I use FXAA - I find that it helps reduce the shimmer effect and jaggies in the cockpit, even with Super Sampling.

As for the tutorials being a good place to test game performance - I would say no. Same as if your out in black away from populated space.

SS at 1.25 and HMD quality 1.5 seems extremely high - you cannot be maintaining good frames with those settings and must be relying heavily on reprojection to get a smooth experience.
 
Oops, I think I made a typo: I'm at SS 1.0 and HMD Quality 1.5 plus FXAA. I have overclocked my GTX 1070 though, I am at a stable boost clock of 2050 MHz (this clock is maintained, max boost before settling down to 2050 MHz is around 2200 MHz) and have an i7 6700k overclocke and running at a stable 4.5 GHz. During the tutorials, I have almost no async reprojection (I have the indicator to show me when framerate drops in the headset on "on").

In the live game, I had some reprojection while on a planet when facing a red giant star - but it was tolerable.

I guess there will be quite some reprojection when I'm back in civilisation in a busy RES and/or in a busy Spaceport, I'd probably have to tone it down a bit then. :-(

And yeah, subjectively I think the FXAA really helps against the shimmering, I think I'll leave it on.

Personally I use FXAA - I find that it helps reduce the shimmer effect and jaggies in the cockpit, even with Super Sampling.

As for the tutorials being a good place to test game performance - I would say no. Same as if your out in black away from populated space.

SS at 1.25 and HMD quality 1.5 seems extremely high - you cannot be maintaining good frames with those settings and must be relying heavily on reprojection to get a smooth experience.
 
After reading a bit further on this subject, I went and let SS ingame and HMD-quality at 1.0. I added some super sampling via SteamVR settings. I put the Steam VR SS at 1.5. mind you though, SteamVR had a change how it applies the SS value a few months ago, and this actual 1.5 SteamVR SS setting corresponds with about 1.33 HMD-quality setting (or the "old" steamVR ss setting of also 1.33)

I use SMAA now, Image quality is not bad, but I have to check FXAA again, I think I liked the overall smoothness better, and I think it reduced the shimmering a bit better than SMAA - the slight blurriness of FXAA is not noticable in the headset for me, but the shimmering is.

With the Supersampling effectively reduced to "1.33" insteaf of "1.5" (really confusing, this change of how the values are applied!!!! SteamVR SS of 1.5 corresponds with HMD-quality of 1.33...), I am very satisfied with the result, no reprojection in the tutorial docking-mission in the (empty) coriolis starport, no to almost none reprojection on planetary landing in my current exploration live-szenario. Text is easily legible with the default HUD colors. (Can't get used to those blue, teal or green VR-friendly color schemes, although legibility is even better then.)
 
Text is easily legible with the default HUD colors. (Can't get used to those blue, teal or green VR-friendly color schemes, although legibility is even better then.)

Just add some green to the red channel, I use a value of 0.35.

It gives you a yellow/gold very high contrast HUD that makes legibility outstanding and looks really nice to boot.

Code:
        <GUIColour>
		<Default>
			<LocalisationName>Standard</LocalisationName>
			<MatrixRed>	1, 0.35, 0 </MatrixRed> <!-- MAKE CHANGE HERE AND REMOVE THIS COMMENT -->
			<MatrixGreen>	0, 1, 0 </MatrixGreen>
			<MatrixBlue>	0, 0, 1 </MatrixBlue>
		</Default>
		<RedToBlueTest>
			<LocalisationName>RedToBlueTest</LocalisationName>
			<MatrixRed>	0, 0, 1 </MatrixRed>
			<MatrixGreen>	0, 1, 0 </MatrixGreen>
			<MatrixBlue>	1, 0, 0 </MatrixBlue>
		</RedToBlueTest>
		<DesaturateTest>
			<LocalisationName>DesaturateTest</LocalisationName>
			<MatrixRed>	0.33, 0.33, 0.33 </MatrixRed>
			<MatrixGreen>	0.33, 0.33, 0.33 </MatrixGreen>
			<MatrixBlue>	0.33, 0.33, 0.33 </MatrixBlue>
		</DesaturateTest>
	</GUIColour>
 
Thanks, will give this a try! I'm using Dr. kaiis profiler, any idea where I'll make this change there? (But no hassle, edititing a config file is no problem too.)

Edit: do portraits suffer much from your proposed change?

Just add some green to the red channel, I use a value of 0.35.

It gives you a yellow/gold very high contrast HUD that makes legibility outstanding and looks really nice to boot.

Code:
        <GUIColour>
		<Default>
			<LocalisationName>Standard</LocalisationName>
			<MatrixRed>	1, 0.35, 0 </MatrixRed> <!-- MAKE CHANGE HERE AND REMOVE THIS COMMENT -->
			<MatrixGreen>	0, 1, 0 </MatrixGreen>
			<MatrixBlue>	0, 0, 1 </MatrixBlue>
		</Default>
		<RedToBlueTest>
			<LocalisationName>RedToBlueTest</LocalisationName>
			<MatrixRed>	0, 0, 1 </MatrixRed>
			<MatrixGreen>	0, 1, 0 </MatrixGreen>
			<MatrixBlue>	1, 0, 0 </MatrixBlue>
		</RedToBlueTest>
		<DesaturateTest>
			<LocalisationName>DesaturateTest</LocalisationName>
			<MatrixRed>	0.33, 0.33, 0.33 </MatrixRed>
			<MatrixGreen>	0.33, 0.33, 0.33 </MatrixGreen>
			<MatrixBlue>	0.33, 0.33, 0.33 </MatrixBlue>
		</DesaturateTest>
	</GUIColour>
 
Thanks, will give this a try! I'm using Dr. kaiis profiler, any idea where I'll make this change there? (But no hassle, edititing a config file is no problem too.)

Edit: do portraits suffer much from your proposed change?

you can just type the numbers into the corresponding fields within EDProfiler and save it as a custom setting.
 
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