Vive coming, how to get the best out of it?

Getting my Vive probably Thursday and to ease my setup process thought that id ask here what settings are the best ones with Vive and Elite.
My comp specs at the sig, as can be seen i should have more than enough juice to tune the Vive at its best possible performance.

So, any setup and tweak guides are very welcome and i thank you all in advance. :)

PS. If theres already a tweak guide somewhere im sorry about this thread but as im on my cell phone until Thursday its a bit hard to search the forums.
 
980ti here too!
Use the VR High preset, set the display resolution to be really low (this only affects the window on your main monitor, which is rendered in addition to the headset) and set supersampling to 1.5 in the SteamVR config file (see the other thread).
 
Personally I'm using everything at max settings except shadows=medium, ambient occlusion=disabled, supersampling=1.0x, antialiasing=msaa2x
With your card I'd set antialiasing=smaa but wouldn't touch supersampling. That should keep you under 11msec almost all of the time, which means no stutter and no dizziness.
After you choose the settings, use the frame timing graph from Vive to make sure no frames are over 11msec (90fps). Here's a simple guide to understand it better: https://developer.valvesoftware.com/wiki/SteamVR/Frame_Timing
(the guide is based on an early development version but it's still useful)
That is the real deal, there are no valid "works fine in my computer" after that :)

Good luck and enjoy your Vive! It's a game changer, you won't be able to go back to the monitor after that :)
 
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Got mine last thursday :)
I have the i5 4670k and a 980ti, and 16GB of ram, I pretty much can use high and supersampling 1.5 in game, will attempt this one now, but feel a tad apprehensive about setting a global supersamplling when there is ONLY Elite that has this issue.

The quality settings in "VR high" is closer to a blend between regular Low and medium with some blurring for good measure....
 
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Got mine last thursday :)
I have the i5 4670k and a 980ti, and 16GB of ram, I pretty much can use high and supersampling 1.5 in game, will attempt this one now, but feel a tad apprehensive about setting a global supersamplling when there is ONLY Elite that has this issue.

The quality settings in "VR high" is closer to a blend between regular Low and medium with some blurring for good measure....

Don't hesitate to set the global SS. Elite feels like a different game with it enabled. Hell, my steam VR backdrop looks dramatically improved (I'm using the 360 shots from Curiosity). Based on my limited testing so far, It seems that as long as you're conservative with the value you use, the global SS is just improving quality in every game I've tried (hover Junkers and SPT so far).
 
Rift user here (DK2 for a year, then CV1 since May)5930k at 4.4, launch era GTX980, 32GB ram. I run all settings at maximum and don't have any issues. Since the release of Oculus SDK 1.0, I don't even have to lower settings when driving the SRV . I do not use super sampling as I didn't really see a difference (aside from the added judder). I'd imagine the Vive performs the same?
 
Don't hesitate to set the global SS. Elite feels like a different game with it enabled. Hell, my steam VR backdrop looks dramatically improved (I'm using the 360 shots from Curiosity). Based on my limited testing so far, It seems that as long as you're conservative with the value you use, the global SS is just improving quality in every game I've tried (hover Junkers and SPT so far).
I did just after posting, and even with such a slight amount as 1.4 made considerable impact to the sparklies, hyperjumping for instance didn't feel like mooshing my face up against a the old windows 3.1 screensaver.

Also seemed to produce better quality image than setting ingame SS to 1.5 with less of a fps penalty. Fps might just be a slight problem since I'm seeing quite a bit of ghosting when things go hectic, although I have adjusted settings a fair amount higher than VR high, particularly for terrain quality and super cruising near landable planets seemed to give a few rather jarring stutters, but once on surface no problem.
(texture loading I assume)

Rift user here (DK2 for a year, then CV1 since May)5930k at 4.4, launch era GTX980, 32GB ram. I run all settings at maximum and don't have any issues. Since the release of Oculus SDK 1.0, I don't even have to lower settings when driving the SRV . I do not use super sampling as I didn't really see a difference (aside from the added judder). I'd imagine the Vive performs the same?
Unfortunately no.

As it seems and although I have only had my vive since last Thursday the whole thing screams high end BETA PRODUCT, I'm having drift issues with the controller. And so far not a day has passed that I haven't had to recalibrate all the things or reboot the device to fix something getting hinky.

Most gaming sessions are ended when something or other crashes or simply stops working :(
But I do love it, and the room play games with it so I usually keep playing until something does stop working cause it is brilliant fun.

But right now, as it stands, I am getting tempted to take advantage of my 45 day return policy and just waiting or getting a rift...
On the other hand, SteamVR has room for a lot of improvement and I'm sure they will, so given just a few more months and things might be completely different....

I certainly don't mean to bum out your thread, but this is where I'm sitting, it just might also be I have a dodgy unit (it has a few stuck green pixels in both displays)
 
It looks like absolute garbage in DK2 now too, I have to use a similar super sampling trick with the oculus debug tool to make it look good. Similar specs system (better cpu, more memory). Something is messed up in ED when you are not running the CV1. Have reported this as a bug, got the response, DK2 not supported, working as designed.... sigh...
 
It looks like absolute garbage in DK2 now too, I have to use a similar super sampling trick with the oculus debug tool to make it look good. Similar specs system (better cpu, more memory). Something is messed up in ED when you are not running the CV1. Have reported this as a bug, got the response, DK2 not supported, working as designed.... sigh...

DK2 with the current runtime will look washed out due to brightness changes between DK2 and CV1, and IPD cannot be adjusted as on a CV1 it is a mechanical function now. I sold my DK2 earlier this year, it may be time for you to do that too, especially as Oculus have hinted DK2 may be prevented from working at all in a future runtime update.
 
As it seems and although I have only had my vive since last Thursday the whole thing screams high end BETA PRODUCT, I'm having drift issues with the controller. And so far not a day has passed that I haven't had to recalibrate all the things or reboot the device to fix something getting hinky.

Most gaming sessions are ended when something or other crashes or simply stops working :(

I had drift issues because the lighthouses weren't firmly fixed in place. Even placing them on a window sill caused slight movement (they are mechanical inside) so I had to use Blu-Tac in the end to hold them to the surface properly. Once calibrated again, drift stopped happening.

I also used to get that when the lighthouses couldn't see the controllers at brief points- and it required changes to the placement of the lighthouses in the room to fix it (mainly by having them at opposing ends of the square layout). If you have the ability to fit it, use the sync cable to improve communication between the lighthouses.

I'm also used SteamVR Beta as that sees regular updates- before that I used to get crashing quite often, so I'd opt into that from Steam if you haven't already.

What you said about stuck green pixels though- if they are in different places from each eye, then that is definitely the display units and you should get them replaced under warranty. I haven't had issues with my Vive, but you have my sympathies. The thing is, room-scale is SOOO good and if I was in your position, I'd be annoyed it has happened, but get it replaced as I'd want to keep the hardware for the more immersive experiences over the Rift!

- - - - - Additional Content Posted / Auto Merge - - - - -

Getting my Vive probably Thursday...So, any setup and tweak guides are very welcome and i thank you all in advance. :)QUOTE]

As said by me earlier, I'd ensure you're using SteamVR beta selectable in Steam via the Properties menu of the SteamVR software- it always contains the later hotfixes including better stability.

I also have a 980Ti so you should be sorted in ED- Vive looks slightly less pretty than the Rift, but not by much. And if you wear glasses, you've chosen the right headset and it's a darn squeeze in a Rift!
 
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Thanks for the advices all, just got a text message saying that my Vive has arrived to my local dealer, too bad im not getting it until tomorrow. :(
 
Whats the best color scheme for Vive? I have read that the green hud would be the best but i would prefer not to use the green.. I have a Ford irl, theres enough green there. :D
 
DK2 with the current runtime will look washed out due to brightness changes between DK2 and CV1, and IPD cannot be adjusted as on a CV1 it is a mechanical function now. I sold my DK2 earlier this year, it may be time for you to do that too, especially as Oculus have hinted DK2 may be prevented from working at all in a future runtime update.
My CV1 will be here today, if the delivery guy is at his normal time within the hour or so.
 
I run the original. With correct settings (0.65-2.0) you should have no issues reading stuff.

I had previously blueish HUD and i now tried the original. It was horrendeous plain and simple.
Then i tried the green one mentioned earlier and WOW, what a difference. I dont have the faces of the engineers or the mission givers now but who cares.

Just try this, its made by me.

<MatrixRed> 0, 0.51, 0 </MatrixRed>
<MatrixGreen> 0, 1, 0 </MatrixGreen>
<MatrixBlue> 0, 0, 1 </MatrixBlue>
 
Grey HUD and removing the foam pad.

Used a pastel-white setting pretty much since I started using VR in mid-2014 because it's just common sense given how the displays worked.

Removing the foam pad vastly increases the FOV and moves fresnel-lensing effects to the outmost periphery. I've personally started carving out uncomfortable pressure-points in order to make it closer and more comfortable to wear.
 
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