not sure there are any settings that are perfect to allow a crisp image in ACC, its just too intensive and thats proven by you running a 2080ti and still struggling to get the right balance.I will try the 50/200 settings. I did all I could running on lowest settings on the oculus rift with my i-7700K at 4,9 Ghz and 2080ti and could not hold a steady 80 fps even without any supersampling. And at those settings it´s just to blurry anyway
Did try your settings yesterday, especially the res & vr pixel density thingy and I must say they worked pretty great! I had a lot of settings in the same range, but res scale, vr pixel density and Post processing were different. Before that I was running 100% res scale and 140% pixel density as I had no problem with 45fps ASW.Courtesy of @Shooter80
Summary for both of us:
PC HW : i9-9900k (hyper threading off in bios - not required), GTX 1080Ti, Rift CV1
90fps 99% time, lowers res scale for bigger races to stablise FPS with bigger grids.
Looks for balance of Max CPU/Thread Usage and GPU core loading, ratio roughly CPU:GPU 50%:75%
PC HW : i5-4690k @ 4.6Ghz (OC), RTX 2070 (stock), Rift CV1
Initial settings implemented as below, limited running but benchmark FPS to be completed tonight.
- Settings to stop 45FPS+ASW situations where possible (obviously dependent on your individual hardware limitations)
- Resolution: unless streaming, or wanting people to watch your race, lower this to minimum 1024x768 - this is only the mirror window left on your desktop when the HMD is on.
- My preference will be to disable this entirely as I'm not streaming or anyone needs to watch me race, plus will conserve additional rendering/load.
- This can be done in "...\Config\vrSettings.json "spectatorScreenMode": 0"
- Resolution scale and pixel density - set pixel density to 200%, res scale to 50%, therefore leaving 100% per screen on HMD (headset). Res scale can then be increased if your HW can handle it, @Shooter80 runs it at 60%, I'm hopeful to get it at 50% with an older CPU.
- TIP: With ACC you can now save preset custom graphics settings, so I will be creating one with higher res scale, and one with lower to flick over to quickly on big grid style races.
Any questions let me know, and i'll report back how the settings work on an "older" CPU architecture!
I read the res scale and pixel density thingy in the official forum as well, but at first it made somehow no difference for me, but I didn't to extensive testing with it.
Same here. x res * 1/x vr res does seemingly nothing. Maybe misaligned and interpolated pixels give people the impression of better AA or something. Maybe it depends on the api, headset, lens and the mapping too. It could help if the render resolution proportionally scaled down all the LOD too. Not sure if it does that or not. Haven't tested the extreme values.I read the res scale and pixel density thingy in the official forum as well, but at first it made somehow no difference for me, but I didn't to extensive testing with it.
ACC is demanding on CPU too. I'm on Ryzen 1600x and actually bottlenecked by my CPU. 1080p performance is worse than VR in some scenarios. GPU wise Radeon VII < 2080Ti.Hey, I'm running an i7 4770k OC'd to 4.2? and an 2080Ti with the original HTC Vive. Currently done the 50/200% thing, and i completely disabled AA, 12 opponents. It was feeling reasonable in the practice until enough people joined and then just started microstuttering. I do wonder if it's partly to do with network too but I'm aware this game seems to be fairly demanding!