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I have to test this out more but WOW, @adampsyreal this made a positive HUGE difference
@adampsyreal wrote:
Oculus Rift CV1
RTX 2080 / Ryzen 5 3600xt / 4266MHz RAM
VR graphics settings;
high tex filter
high lighting qual
high shadow qual
sun only screenspace shadows
high effects qual
high volumet qual
high post proc
ultra mesh qual
taa high anti-alias
medium ambient occHi Tom, Can your team please take a look at this Oculus Debug tool setting? I tested this and it gave a substantial performance and Visual improvement to VR performance for the Oculus Rift S. I am now running the game in through this Oculus Debug tool all the time..
Thank you so much for figuring this out @adampsyreal ! This is literally the only thing that has worked for me to get the game running on my CV1 without stuttering and ghosting all over the place. And it makes the game look so much better too! Unfortunately, I have to turn my settings down to Low to keep the framerate up but with this fix it looks better on Low than it did on Ultra before (and it runs smooth which is the most important thing).
This does make the game nicely sharp, which is one the major VR issues!
But it wrecks performance for me, and the Debug Tool shows me stuck in reprojection nearly all of the time.
Coincidentally, that performance drop fixes the other major issue, which is the perceived frame rate. Because when the HMD is actually running at a full 80 frames, it's like the game itself is only running at 30 or something. Movement/rotations are not smooth at all. I doubt the game is outputting 80 different frames each second to my HMD.
But now when running at 40 frames, Oculus is generating extra in-between frames to bring it up to a perceived 80 on my Rift S. So it looks better and plays smoother, albeit with motion interpolation artefacts.
It is still far from ideal, what we want is a proper frame rate that matches the HMD, with no reprojection, and a sharp image. 🙂
Running Origin release on i7-7700k, 2080ti, 32 GB, Rift S.
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