I found 1.5 target scale with 150% SS quite inferior to scale 2.0 and SS 200%, with and without reprojection. I do not think "doesn't work over 150%" is accurate information, even that it came from WMR devs, perhaps it used to be the case before, now I can clearly see improvement going to 200%.The line "renderTargetScale" : 1.5
Default it is 1.0
I have used 2.0 and recently changed it to 1.5 as there was some info from MS that SS would not work over 1.5. But not sure that is correct and might go back to 2.0
Just to be sure you have setup the headset right.
Goto your steam\steamapps\common\MixedRealityVRDriver\resources\settings
Open file 'default.vrsettings'
Chexk the lines in Bold
{
"driver_Holographic" : {
"renderTargetScale" : 1.5
},
"driver_Holographic_Experimental" : {
// Motion reprojection doubles framerate through motion vector extrapolation
// motionvector = force application to always run at half framerate with motion vector reprojection
// auto = automatically use motion reprojection when the application can not maintain native framerate
"motionReprojectionMode" : "auto",
// Automatic motion reprojection indicator to display the mode currently selected
// green = off because application can render at full framerate
// light blue = on because application is cpu bound
// dark blue = on because application is gpu bound
// red = off because application running at less than half framerate
"motionReprojectionIndicatorEnabled" : true,
// Some people may experience increased discomfort such as nausea, motion sickness, dizziness,
// disorientation, headache, fatigue, or eye strain when using thumbstick controls in Windows Mixed Reality.
"thumbstickControlsEnabled" : false, // true = use thumbsticks for artificial turn/move, false = default application thumbstick behavior
"thumbstickControlsReversed" : false,
"thumbstickTurnSmooth" : false,
"thumbstickDeadzone" : 0.25
},
"NoInterEyeRotation" : {
"DOOMVFRx64.exe" : true
}
}
The line "renderTargetScale" : 1.5
Default it is 1.0
I have used 2.0 and recently changed it to 1.5 as there was some info from MS that SS would not work over 1.5. But not sure that is correct and might go back to 2.0
"motionReprojectionMode" : "auto",
Just remove the // in front of the line and make sure it is on Auto or it will force 45 fps on.
"motionReprojectionIndicatorEnabled" : true,
This is an indicator in upper left corner.
Dark blue indicate GPU is limiting factor to reach 90 fps
I set my graphics so that I stay green for 80-90% of the time.
Motion re-projection works a lot better than ASW but yes it might still be annoying for you.
But at least you can easy see if the issue are Cpu or Gpu.
In SteamVR only SS works / should be used with WMR headsets.
Try it in Auto first but it might not work right for you and you can set it manual.
I do not go online much and newer in AC so do not know what settings is right.
But with a RTX 2070 I can run races against Ai with everything on max except shadows.
Some of the effects are on medium as I prefer that.
I do not have PP on ether as I do not like how it looks.
I have AC in auto SS but I do not use AC much.
Hope some of this can help you enjoy the headset.
I found 1.5 target scale with 150% SS quite inferior to scale 2.0 and SS 200%, with and without reprojection. I do not think "doesn't work over 150%" is accurate information, even that it came from WMR devs, perhaps it used to be the case before, now I can clearly see improvement going to 200%.
General VR question, does it matter if AC is set to run in full screen when using VR.
I think windowed presentation consumes less resources, yes, no?
I get your frustration. Newer had issues with WMR but had endless issues with previous headset.Conclusions:
- This is the same performance I had with my VEGA64 + Oculus rift. Appalling!
- When switching to the 1080ti, I could run all settings MAXED on the RIFT at 90fps.
- When switching to the 1080ti + Odyssey, I have the monkey business framerates and quality I posted above.
- Oddly enough, With 4X AA enabled, performance is better than no AA!
- What is wrong with WMR and OPENVR? this is ridiculous.
See if this helpsI was looking at the links shared about setting parameters like SS (which I really cannot find on the app settings) at 200 and scale resolution too, but to be honest I am very very confused about all the discussions that contadicted themselves. There are references to settings inside files that do not longer exists, probably due to a recent update of SteamVR and SteamVR for MMR. I see different app settings compared to what is explained. If someone can tell or update the settings to the latest VR software I would appreciate it. Also, what would be the best settings inside AC, ACC and rFactor2?
The first preset is not that low. GBW Suite does not negatively impact performance, unless you are talking of PP filters in general, Shader Mod on the other hand does, not as bad after recent optimizations but still there.Nice write up. Not using same settings but then again not using AC much.
Newer heard about setting the FOV low. Always been using 105 and been happy with details but will for sure try next time.
I assume your fairly low graphics settings (for your PC) are due to you use the gbWsuite?
Thanks for the documents update.
Is there a way to test if I am running at 90hz or is the headset applying reprojection?
Are there any benchmark tools for VR that can be used with WMR? On my monitor MSI afterburner shows me 45fps always.
Good news for me. It turns out I need to set my PC in High Performance mode and ensure the USB Settings->USB selective suspend setting is set to Disabled. This from the Change advanced power settings on windows control panel.
I have this line on the default.vrsettings
"motionReprojectionIndicatorEnabled" : true,
But I do not see any box at all. Where is it suppose to be showed up?