OpenVR - FSR

Just gave it a try. Significant performance boost 45 > 72 fps running with the standard settings (had to disable the foveated rendering). Quality takes a hit obviously, but might be worth it. I bumped my HMD Quality up a level and it still came out ahead.
 
Nvidia, RTX3080.The more I look at it though the less certain I am. After increasing the HDM Quality to make it comparable to the original (i.e. no FFX), the FPS is only marginally higher. It's really hard to be sure of the difference though given you need to restart everything when you change it.
 
I've been playing around with this mod since it's release.
I'm still not completely sold that it's a magic bullet. Yes, framerate is increased, but quality is decreased. Is it any different to just lowering resolution to start with? As Benjumanji[VR] stated above, hard to discern much of an improvement.
The theory goes something like your GPU doesn't need to work as hard to initially sample in a lower resolution, then the GPU does some work in upsampling back to the target resolution. Does the GPU find it easier to upsample as opposed to initially sampling higher?
The most recent version of the mod has something that might be more useful - using the same process, but instead of upsampling the whole image you can define a circular area in the centre to apply the upscaling to, and the rest of the image gets a quicker, less accurate form of sampling.
If view outside the sweet spot (on my HP Reverb G1, for example) is poor anyway, then using this to not waste GPU cycles resolving high detail in areas that don't display it anyway or aren't used as much might allow better framerates and quality in the (centre) area that gets used more.
EDIT - on an RTX 2070 (not super)
 
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The good news is that we won’t need the mod or have FSR be limited to only players using SteamVR - AMD FSR is due to be implemented by FDev in Update 6, later this week 👍
…the integration of new AMD technology FSR (which works on all GPUs) will bring a significant improvement to planetary surfaces visuals and allow for some improved performance.
 
Spotted that in the post, but it doesn't specifically say it's for Odyssey or Horizons... and the screenshots surrounding it are Odyssey ones.
As a VR player that's stuck in Horizons due to the poor performance in Odyssey, I think I may be fresh out of luck with this implementation.
The good news is that we won’t need the mod or have FSR be limited to only players using SteamVR - AMD FSR is due to be implemented by FDev in Update 6, later this week 👍
 
As a VR player that's stuck in Horizons due to the poor performance in Odyssey, I think I may be fresh out of luck with this implementation
I should imagine it’ll be implemented like Update 5’s AMD image sharpening - deployed to Odyssey only.

This might be something that allows you to try Odyssey though - depending on the performance gains.
You sure this is for VR too?
I don’t see why it shouldn’t be - it’ll be doing the same thing as the mod in the OP but in a more integrated fashion, so hopefully with better performance.
 
I should imagine it’ll be implemented like Update 5’s AMD image sharpening - deployed to Odyssey only.

This might be something that allows you to try Odyssey though - depending on the performance gains.

I don’t see why it shouldn’t be - it’ll be doing the same thing as the mod in the OP but in a more integrated fashion, so hopefully with better performance.
Yes but the mod is a special implementation of FSR for the OpenVR api. The official announcement could only be FSR for the default rendering pipeline (non-VR) given that Elite also uses the Oculus Runtime alongside OpenVR and there is no mod (or soultion) for FSR on Oculus as well I suppose. I wouldn´t hold my breath for the official solution tbh.
 
I think whats not made entirely clear with all this stuff is that you have to under sample your native display to see the performance gain.
So for example you would have 100% in steamVR and then 0.75 in super sampling in ED. If youre above your native Im imagining this wont do anything for you. The whole point being that your PC cant handle native so you have to under sample to get a decent frame rate. You would assume FSR looks better than standard under sampling with a net gain in quality vs performance otherwise whats the point.
 
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The good news is that we won’t need the mod or have FSR be limited to only players using SteamVR - AMD FSR is due to be implemented by FDev in Update 6, later this week 👍
That has got to be the best thing Ive read in a long time :love: :love: . Not only that its being added, but this week, outrageous!
 
That has got to be the best thing Ive read in a long time :love: :love: . Not only that its being added, but this week, outrageous!
I was hoping FDev would implement it when it went open-source a few weeks ago, so I’m super happy that it’s happened so quickly.

I’ve dropped SS down to 0.75 in Odyssey so that the SRV doesn’t stutter, so hopefully this will allow me to fake the visuals back up to 1.0 standards.
 
Well I tried the FSR mod in Odyssey and it produces some annoying jitter effects around the asteroids. renderScale 0.77 (ultra high). Not tested on ground missions.
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The good news is that we won’t need the mod or have FSR be limited to only players using SteamVR - AMD FSR is due to be implemented by FDev in Update 6, later this week 👍
Looking forward to update 6 - will have to do all VR timings again and play around with this - see if between us we can get acceptable performance.
Weather permitting - i.e. not too damn hot to wear HMD, plus to fry my GPU :)
 
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