What are the best graphics settings in VR?

Hello,

here I have a 3080 with a Hp Reverb G2. I have everything in Ultra except the shadows in high.

But when I look at the graphics settings that people lower or remove, it's often the:

Blurry
and
Ambient occlusion

Why are there two options? And what are the best options to put into play?
thank you
 
Blurry eats a bit power and mainly makes the picture less sharp, so it's rather aesthetic for me.
Ambient Occlusion can save significant performance, so this is an easy win without degrading the image too visibly.
 
Blur: Turn it off
AO: Set it to low to increase the fps

Not Odyssey specific, but an excellent description of the different settings and their effect on fps can be found here:

Source: https://www.youtube.com/watch?v=G7efYzpquIs&ab_channel=EDTutorialsbyExigeous

If you're looking to increase fps the most efficient way so far (and the "ugliest" one) is lowering resolution. If you use steam be aware that there are also settings in SteamVR that influence fps in the game. Needlessly complicated if you ask me.
 
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Blur: Turn it off
AO: Set it to low to increase the fps

Not Odyssey specific, but an excellent description of the different settings and their effect on fps can be found here:

Source: https://www.youtube.com/watch?v=G7efYzpquIs&ab_channel=EDTutorialsbyExigeous

If you're looking to increase fps the most efficient way so far (and the "ugliest" one) is lowering resolution. If you use steam be aware that there are also settings in SteamVR that influence fps in the game. Needlessly complicated if you ask me.
All good suggestions, I also used the Exigeous tutorial to tune my pre-Odyssey settings. However the biggest difference for me is AntiAliasing but that's a GTX 1070 + Rift, so YMMV
 
Hope you don't mind, co-opting your thread to see what VR heads thought of AMD FidelityFX CAS and whether they're using it in VR or disabling it (since it's now part of graphics options).
 
I was under the impression that the only thing "Blur" does, is to blur the part of the view that is covered by the darkening rectangle behind UI panels, in order to make the text stand out even better against the background..?

As for Ambient occlusion: Not only does Elite's implementation gobble up more GPU cycles than it is worth in general, IHMO; But it renders outright eye-strainingly wrong for almost all VR headsets.

The per-eye field of view for all but a few HMDs, extends farther out to the right than it does to the left, for the right eye; And vice versa for the left one; And it appears post-effect AO shaders are usually written with an assumption that the centre of the frame is "straight ahead", which is not true when you have asymmetric camera frusta (matched to the HMD per-eye FOVs), resulting in the AO rendering differently for the two eyes, producing a dark shadow in a given corner for one eye, but not the other.

This problem gets worse the greater the asymmetry, which is to say the more FOV, and the less stereo overlap you have; Terrible with wide FOV headsets, like Pimax; Quite acceptable with the original HTC Vive, which outshines most when it comes to stereo overlap, and lets each eye see almost as far out to both sides.
 
Hope you don't mind, co-opting your thread to see what VR heads thought of AMD FidelityFX CAS and whether they're using it in VR or disabling it (since it's now part of graphics options).
The AMD CAS thing seems to help my FPS. At least, after that update, my FPS seems better. I can't claim to understand if I have it set right.
 
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How do you have your HMD and SS setup?

I have mine set to HMD=1.25 and SS=0.75. I have no idea if those cancel out or what.
1.25 hmd 1.0 ss on a rift s with a 3070 and an i7 8700k. ultra with no blur. its pretty stable until memory leaks slow stuff down and make a client restart needed (this can happen on some planet surfaces or when swapping between foot and ship sometimes you can go hours sometimes less)

also lock your framerate in windows to the refresh rate of your hmd it can save overheating!
 
I was under the impression that the only thing "Blur" does, is to blur the part of the view that is covered by the darkening rectangle behind UI panels, in order to make the text stand out even better against the background..?

As for Ambient occlusion: Not only does Elite's implementation gobble up more GPU cycles than it is worth in general, IHMO; But it renders outright eye-strainingly wrong for almost all VR headsets.

The per-eye field of view for all but a few HMDs, extends farther out to the right than it does to the left, for the right eye; And vice versa for the left one; And it appears post-effect AO shaders are usually written with an assumption that the centre of the frame is "straight ahead", which is not true when you have asymmetric camera frusta (matched to the HMD per-eye FOVs), resulting in the AO rendering differently for the two eyes, producing a dark shadow in a given corner for one eye, but not the other.

This problem gets worse the greater the asymmetry, which is to say the more FOV, and the less stereo overlap you have; Terrible with wide FOV headsets, like Pimax; Quite acceptable with the original HTC Vive, which outshines most when it comes to stereo overlap, and lets each eye see almost as far out to both sides.
Ambient Occlusion is definitely one to turn off. You can see the wrongness by looking down at the pilots arm. With AO on, you will see that something is weird/wrong about the way the arm is shaded. Elite in VR looks much better without.
 
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