That is not explaining renderTargetScale.
Its not supersampling, its WMR related parameter inaccessible from Steam settings or advanced settings.
auto holographicDisplay = Windows::Graphics::Holographic::HolographicDisplay::GetDefault();
if (nullptr != holographicDisplay)
{
double targetRenderScale = 1.0; auto systemInfo = ref new SystemInfoHelper::SystemInfo(holographicDisplay->AdapterId);
SystemInfoHelper::RenderScaleOverride^ renderScaleOverride = systemInfo->ReadRenderScaleSpinLockSync();
if (renderScaleOverride == nullptr || renderScaleOverride->MaxVerticalResolution != (int)holographicDisplay->MaxViewportSize.Height)
{
if (renderScaleOverride != nullptr)
{
// this deletes the file where we read the override values
// it is async but we shouldn't have to wait for it to finish
systemInfo->InvalidateRenderScaleAsync();
}
/// You may insert logic here to help you determine what your resolution
/// should be if you don't have one saved. SystemInfoHelper has some
/// functions that may be useful for this
if (holographicDisplay->MaxViewportSize.Height < 1300.0)
// Performance constrained systems that are throttled by the OS will have a
// max resolution of 1280x1280
{
// Set default render scale for performance constrained systems here
targetRenderScale = 0.8;
}
}
else
{
targetRenderScale = renderScaleOverride->RenderScaleValue;
}
CoreApplication::Properties->Insert("Windows.Graphics.Holographic.RenderTargetSizeScaleFactorRequest", targetRenderScale);
}
Let me try to provide more details. What renderTargetScale does is it increases the internal limit on resolution before the downsample/upsample occurs.
More specifically:
On an Acer, HP, Lenovo, Dell, ASUS or other headset (1440x1440 per eye resolution):
renderTargetScale == 1: Limit is 1764x1764 per eye
renderTargetScale == 2: Limit is 2206x2206 per eye (this is the max; setting renderTargetScale > 2 won’t have an effect).
On a Samsung Odyssey or Odyssey+ headset (1440x1600 per eye resolution):
renderTargetScale == 1: Limit is 1657x2065 per eye
renderTargetScale == 2: Limit is 2072x2582 per eye (this is the max; setting renderTargetScale > 2 won’t have an effect).
Setting renderTargetScale will use slightly more video memory, but not much.
Geoff
Makes me wonder why it isn't setup like this by default?
Good news and promising for future development and support they've made the change.Well, latest windowsmr steam update changed rendertarget to 2 as default setting because of the clarity increase. Notes had a thank you to the community as well .
Only bad thing about this is that the clarity upgrade to pimax won’t be that noticeable
Well, latest windowsmr steam update changed rendertarget to 2 as default setting because of the clarity increase. Notes had a thank you to the community as well ��.
Only bad thing about this is that the clarity upgrade to pimax won’t be that noticeable ��
I tested it with steam SS 200% and, holy cow, how beautiful it is on odyssey+. Too bad reprojection kicks in. But now i can't unsee how beatiful ED can be in VR and have to play with reprojection. Time to order 2080ti it seems
Well, according to WMR reprojection indicator my bottleneck is CPU (i5-8400). Never though CPU matter in modern gaming.
Smooth is subjective of course. I have a 970, I use steam set to 150% (above that it's jerky), in game SS1, HMD SS 1, AA off, AO off, most other things high. Works really well. Seems to be the sweet spot for me.OP
There is no possible way that 970 can run ED "smoothly" with per eye resolution 2015x2519 (steam VR value), in game SS 1, HMD SS 1 + everything else on max settings.
Only if you consider slide show as smoothly...
I have started playing ED in VR with 970 and also i5 2500K and I have extensively tested what this rig can handle.
My current i7 2700K@4.5ghz + 1080@+140mhz core, 300mhz RAM could handle above settings "smoothly" for me that is around 55fps in stations and even less when approaching planet to land on.
I use pimax 4k so my FPS is limited to 60
My GPU is gtx 1070. I enabled motion re-projection indicator as described here: Microsoft docs. Now indicator shows what exactly causes re-projection. Too my surprise i found out that my CPU is bottleneck, not GPU (which i know is not powerful enough for SteamVR Supersampling). I checked SteamVR advanced frame monitoring, and it reports that my CPU is limiting factor too. So i'm little bit confused right now. I though i5-8400 is just perfect CPU for gaming