Sorry to keep on bothering you guys, but I have another question. I am trying to find the best graphical setup, and I am pretty satisfied with the VR Ultra settings of ED profiler. However, when I browse the threads in this forum I read a lot about other third-party addons like sweetfx and the oculus debug tool. These are some older threads, so I would like to know if those are still useful for enhancing the graphics or are they a thing of the past with ED profiler running. Another question, I have a gigabyte nvidia 1080 card, are there any settings in the nvidia control panel I need to change when running ED through ED profiler? Again thanks in advance for your help, and sorry if they are dumb questions, I am just getting used to the VR waters...
Easy - welcome to VR Stigt! Its no bother - ask freely in here - its better than getting stuck and losing the plot
In a Nutshell - 1080GTX - any CPU over 3.5GHz
Max Detail Settings except for...
Blur Off (not needed in VR)
Depth Of Field Off (as above)
Shadows Medium (save performance)
Bloom Medium (save your eyes)
Ambient Occlusion Low (save performance)
SS 1.0x (not as efficient as the next setting)
HMD Quality 1.25x (best setting to offset the jaggies/shimmering)
Pixel Density - HMD Quality:
The Rift/Vive resolution is about 1/2 a normal 1920x1080 monitor, so there will be jaggies. Don't get hung up on them.

Pixel Density/HMD Quality is the main setting to combat the low resolution - it is very power-hungry, as you're over-rendering the image for better quality - then when you see it in the Rift it cuts a lot of the aliasing (jaggies, shimmering) down a lot.
HMD Quality is slightly better performance than the Supersampling option. Both are similar, but using both really bogs things down- don't. USE HMD Quality. You will see limited improvement at 1.5x but it will make a 1080 cry, even if you're running minimum detail. 1.25x is good, so long as you've dropped the detail setting a bit as per above list.
The HMD Quality setting is the ame as you've seen in other threads talking about the Oculus Debug Tool. The ODT still works, and can overlay extra info if you want to see how your GPU etc is holding up. It can be found on the Oculus developer website for download.
FD incorporated the pixel density setting into the HMD Quality setting into the ED 3D menu, so the ODT isn't really needed any more.
ATW/ASW:
ATW is always on, can't be turned off and fills in the mssing frames if your GPU can't render a frame in time. if you see judder/skipping, then ATW is working overtime and you need to drop settings a bit.
ASW helps slower cards with VR by limiting the frame rate to 45fps, then creating the other 45fps of synthetic frames. In VR you always see 90fps no matter what.
ASW gets a bit over-used in ED, on the 1080-class GPU's. It turns on and won't turn off, or takes too long to turn off (it turns on and off by default by itself). ASW also causes some odd visual artifacts (menu lines 'bleed', go wobbly and HUD lines get mangled, especially in the SRV on planets).
Normally, with the above settings, I turn ASW OFF by pressing Ctrl-Numpad1 (note NumLock must be on). This disables ASW and lets the 1080 work to max frame rate by itself, with help from ATW when frames get dropped.
I find the Ctrl Numpad1 setting to be the best. It removes the odd graphics glitches, and keeps frame rate up at 80-90 for almost every situation.
Busy RES sites and asteroids will be a bit slower, but you may not notice.
You can always turn ASW back on:
Ctrl Numpad 1 - ASW Disabled (ATW only)
Ctrl Numpad 2 - ASW Disabled (ED will be forced to 45fps, and you will likely see skips and jumps/judder)
Ctrl Numpad 3 - ASW Enabled (ASW forced on - ED will show 45fps but you will see 90fps with ASW creating the other 45fps in between each ED real frame)
Ctrl Numpad 4 - ASW Enabled Auto On/Off (ASW turns on and off by itself - this is the default setting)
Note the ASW mode is forgotten each time you exit ED (or any othr VR app). It resets to mode 4.
You must reapply on VR app startup.
Offical ASW info here:
https://developer3.oculus.com/documentation/pcsdk/latest/concepts/asynchronous-spacewarp/