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Re: Extensive Setting Adjustments for Improving my Oculus Rift S VR Performance

@AudsunnIm going through similar tuning:
Nowhere near as intensive as yours, but for what its worth, Here are mine so far (I will be looking at your suggestions as well- thanks!)

Old Settings:

- Oculus debug tool pixel ratio to 1.66
- Launch through oculus debug
- ingame resolution scale at 100
-Temporal Anti Aliasing 50
vsynch off
everything else max
this is on a 2080super 10700k /Oculus S

New Settings.

Since I have started tuning, My suspicions about why this game seems a bit off in VR, is centering around native resolution.

I suspect that the in game render  is doing something funky with the resolution settings. I believe it may be starting out with your physical monitor's Resolution instead of the VR unit's resolution while in VR.

The "GAME CHANGER" is to simply set the in game resolution over to (FULL WINDOW- 2560x1440 @98htz)  Its as close to the native Oculus S resolution as possible. (my normal monitor is a 3440x1440 at 144 htz

Making this ONE change I have seen make a huge difference, after doing this, I don't even need to use the Oculus Debug anymore.

Try it and let me know what happens. 

2 Replies

  • Audsunn's avatar
    Audsunn
    5 years ago

    Yes, I had tried the display resolution change; even went as far as to use my old Envision EN7750. There was no addition improvement to my Rift S.

    There has been some mentions on the SWS discord that windows game mode 'off' and '45 AWS forced' have produced better results. As time permits, I will check these two settings again.

  • Messudieh's avatar
    Messudieh
    3 years ago
    @CA1-PAINLESS Made sure I had a working account just to reply to this. I switched to Full Window, and it did fix a lot of my problems with feeling dizzy in the game - probably due to a similar resolution problem. Also, the original cutscenes never lined up properly in my Oculus Rift, but switching on Full Window mode fixed this immediately.

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