Thank you for the tip! I’ll try this.
Can anyone explain to me what each of these mean? For some reason it feels more blurry?
allowSupersampleFiltering - ?
allowAsyncReprojection - ?
allowInterleavedReprojection - ?
maxRecommendedResolution
motionSmoothing - ?
supersampleManualOverride- ?
supersampleScale 0.25 -?
- New SS filter SteamVR uses to minimise alaising
- and
- seem to be image projection timing values sort of like BrainWarp ™ for Pimax. I am not sure how relevant they are for us.
- The limit of Render Resolution per eye to send to the HMD
- a means to smooth out the image in VR to minimise the vomit feeling
- Is just the SteamVR Video setting tick box that allows us to manually dial in SS REnder Target Resolutions
- Is the that resolution dial in which in SteamVR is annoyingly a sliding % scale from 20% to 500% in increments of 2%
Really annoying and for the settings proposed, 25%, you have to type it in the config file and 0.25 is the number.
So to the best of my knowledge
allowSupersampleFiltering - bicubic filtering when scale resolution.
allowAsyncReprojection - This is a built-in function for recovering/duplicate dropped frames. It is not needed, because we have a brainwarp
allowInterleavedReprojection - same as AsyncReprojection (old one)
maxRecommendedResolution - hard resolution limiter. (highest priority)
motionSmoothing - turn on reprojections. No need for pimax.
supersampleManualOverride- turn off automatic resolution.
supersampleScale 0.25 - manual set resolution scale (driver/game) IN PIXELS. 0.25 mean x4 less pixels total and x2 less resolution.
@Gared The specs of the pimax 8k says 3840x2160 per screen. So that a resolution of 7680x2160. You say its 8864x2160 in pitool SS 2.0. So the screens have more pixels?
The physical resolution of the panel has nothing to do with virtual pixels. It’s not as simple as you think.
Firstly, the density of VIRTUAL pixels is different in different places of the physical panel. This means that in the central part of the physical screen, there are more virtual pixels per physical pixel than along the edges. Moreover, this density changes gradually, and nonlinearly.
Secondly, when using parallel projections, a virtual projection is also rotated by a certain angle, in relation to the physical screen. This is another conversion.
So there can be no talk of any correspondence between physical and virtual pixels.
Such conversions, with floating pixels, in insufficient resolution, will lead to a catastrophic loss of information, and to a mass of artifacts. That is why the basic resolution (PitoolSS = 1) is much higher than the physical resolution of the panel. But even that is not enough, to be honest. pitoolSS = 2 looks much better. At least on 8k.
Thanks for the explanation. I am only a noob on this side. I backed this 8k project.
The headset is a step forward. But it is not what I expected. So I am trying to get the most out of it
and I am trying to understand topics like this.
Thank you
You welcome.
I am just familiar with this at a technical level. This is easier to understand for those who are familiar with programming. In fact, many are still confused with the mechanism of steamVR.
PitoolSS - determines the resolution in which distortion and projection operations will be performed.
SteamVR SS - determines the resolution in which the game will transmit the picture to Steam, in relation to the resolution of the Pitool. 100% means that the game will work in the same resolution as pitool.
In-game SS - affects the resolution of the RENDER of the game. It can be either higher or lower than the output game resolution. But it will inevitably scale to the resolution of the steam before entering there.
I have been looking at this backwards. Ofcourse the game settings give the outputs to steamvr and then to pitool and pitool gives it to the headset. Not the otherway around.
In the case of the normal 2d mode, is what happens. But in VR mode, the game has no choice of resolution. It is completely determined by the settings of SteamVR. This is done in order to provide better compatibility with various VR devices, which are different. So in VR mode, SteamVR imposes its resolution on the game, and not vice versa.
it probably looks a little counterintuitive, but the creators of this system had their own considerations. Surely justified by something. So we have what we have.
Gared you are the best. Your explanations make it much clearer. So my pc is a mess right now
because I have made so much changes in config files in all sorts of programs.
I think the best to do is uninstall pitool, steamvr and project cars 2(what I am messing with)
And make a new start!
Hi Gared, just one question, How to avoid Steam VR putting 0.300 intead of 0.25 ??
Edit Openvr Adv. Settings config. or not use it at all I’m not using Adv.Settings so i cant say what u need to edit there.
OK, I need to check if OpenvrAdv settings is messing with it. I remember installing something for nolo vr controllers ?!
Privetik Gared,
Applied your settings, with PP = off.
On some games, I need Parallel Projection.
PP = on, supersampleScale = 0.25; needs more pixels, so I would have to adjust hard limiter.
Can I open hard limiter maxRecommendedResolution to 8096 and keep it constant?
supersampleScale is constant at 0.25, PP off or on, rendered pixels in both cases are constant.
It would allow me to switch between PP off / on without the need to always edit the maxRecommendedResolution to 0.5*horizontal pixels. Is there any disadvantage in that approach?
Thanks
You really don’t need a limiter. You can simply put a factor of 0.25 in the config, and get dynamic resolution depending on PP on or off
By the way, you can set 0.25 specifically for each application, having a common steam factor of 100%
Why is this necessary? Some applications, such as watching 3D movies, work perfectly in full resolution pimax x2.0, and for them it is not necessary to reduce the resolution by half. This will further increase the picture quality in movies. HOWEVER - some programs are simply unable to start at a resolution of more than 8192 (for example, BigScreen)
I fell down a rabbit hole of testing after reading this thread. Perhaps my experience is different because I have a Radeon 5700XT but my expeirence is the same @risa2000 mentioned earlier in the thread. This method gives me no difference at all to any other method/combination that achieves the same resolution reported in SteamVR.
I should mention with my PC, Pitool at 2 and SteamVR at 25% achieves 60fps as does any other combo that results in the same resolution. 60fps is not an acceptable frame rate for racing IMO. It is very pretty at that resolution.
@Virtual It works for me, RTX2080ti here.
@Gared Thank you, can you tell me please, where I can find the “supersampling per application” lines?
This is fantastic so far, I tried Onward on 120Hz using Gared’s method and it’s neither blurry nor a bit shimmery - before it was either this or that.
you can set any SS values for each application, and then, going into the config, you will see these lines and you can edit them. So you don’t have to worry about spelling application names
It looks something like this:
“steam.app.359320” : {
“appName” : “Elite Dangerous”,
“resolutionScale” : 25
},
“steam.app.493490” : {
“appName” : “City Car Driving”,
“resolutionScale” : 25
},
“system.generated.eurotrucks2.exe” : {
“appName” : “eurotrucks2”,
“resolutionScale” : 25
},
Ozhen spasibo Gared, molodets. The picture quality really is better this way.
I have the perfect mix between clarity and blurriness now - before, I sometimes had pixels jumping/flickering a bit. And various games’ ingame multisampling would create too much blur.
I didn’t know there was such nice picture quality available on the 5K+.