average_pilot Posted June 14, 2016 Posted June 14, 2016 I was noticing that I had to get too close to the cockpit labels to make them readable. Even with the low resolution inherent to VR it felt like textures were blurry until a certain point. So I thought about trying to force a negative LOD bias, and not only enhances readability in the cockpit, but the menus are also crispier, what makes controls binding less painful in VR mode. Not a huge difference, but noticeable nonetheless.
Milopapa Posted June 15, 2016 Posted June 15, 2016 So how does one do this? PC HW: i5 3770k@4.6GHz | Asus 1080Ti | 16GB DDR3 | Samsung 850 EVO | MSI MPower Z77 Input: MS FFB2 w/ F-16 FLCS grip | CH Pro Throttle | MFG Crosswind | HTC Vive DCS modules: F-14, FW-190, P-51, Bf109, UH1, Mi-8, FC3, CE2
whitav8 Posted June 15, 2016 Posted June 15, 2016 I think the answer to allowing negative LOD bias is to set it for DCS.exe in the Nvidia Control Panel under Texture Filtering - Negative LOD Bias - set to Allow instead of clamp. For the Original Poster, I wondered if you are already using the Oculus Debug Tool from the SDK to set the Pixel Density Override to 1.500 or so. I find this to be the biggest change to image quality for clarity in DCS. I will try the LOD bias as well. Thanks Dave PC HW 9700K@5.0Ghz Win 10 (Build 2004 ) with WMR VR - Reverb RTX2070 with Nvidia 451.48 DCS 2.5.6 (latest)
average_pilot Posted June 15, 2016 Author Posted June 15, 2016 Yes, nvidia inspector for nvidia users. I'm not an expert in AMD but as I'm using a borrowed AMD card right now I had to google "LOD bias amd" and it seems that RadeonPro is the equivalent in AMD, as far as I know. I have a Vive so I can't try the Pixel Density setting until it's implemented in DCS itself.
Shogun0 Posted June 16, 2016 Posted June 16, 2016 So what is Negative LOD Bias? VFA-25 Fist of the Fleet [sIGPIC][/sIGPIC] Virtual Carrier Strike Group One | Discord
average_pilot Posted June 16, 2016 Author Posted June 16, 2016 (edited) So what is Negative LOD Bias?A game engine does not use full textures always. There are several versions of each texture with decreased resolution to be used depending on the distance of the rendered object to the camera. For example, it doesn't make sense to use a 1024x1024 texture when an object is so far away that only renders to a few pixels of the display. LOD stands for Level Of Detail. With a negative bias you are forcing the utilization of a higher resolution version of the texture where a lower resolution version would have been picked. The more negative bias the farther an object needs to be from the camera for the driver to pick lower resolution versions of its textures. Edited June 16, 2016 by average_pilot several modifications to improve clarity... I hope
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