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Can someone explain Steam VR video settings to me?


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Posted

In Steam VR settings, there is a 'Application Resolution' section.

If I set it to 100% - which it has been for weeks now - it states that my Vive Pro will render EACH EYE at 2016 x 2240 - almost 50% increase in pixels per axis compared to native res.

If I set it to 50% then it renders at the native res of 1440 x 1600 PER EYE.

So, I have 2 questions:

1) why does it not show the native res at 100% which most people would assume was the neutral, nothing applied case, and

2) with the 1.5 applied at 100% on Steam VR, when I apply 1.5 PD in DCS, then presumably it is actually rendering at 1.5 x 1.5, i.e. 2.25. Yes?

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Posted

Thanks for that. It is more the numbers that confuse me. I mean, most people would think that 100% (default value) on SteamVR would be equivalent to 1.0 PD in DCS, i.e. no SS being applied.

However, as per my original post, the default SteamVR value of 100% appears to almost double the number of pixels!

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Posted

The higher resolution is necessary because the rendered image has a distortion applied to correspond with the optics of the headset.

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Posted
In Steam VR settings, there is a 'Application Resolution' section.

If I set it to 100% - which it has been for weeks now - it states that my Vive Pro will render EACH EYE at 2016 x 2240 - almost 50% increase in pixels per axis compared to native res.

If I set it to 50% then it renders at the native res of 1440 x 1600 PER EYE.

So, I have 2 questions:

1) why does it not show the native res at 100% which most people would assume was the neutral, nothing applied case, and

2) with the 1.5 applied at 100% on Steam VR, when I apply 1.5 PD in DCS, then presumably it is actually rendering at 1.5 x 1.5, i.e. 2.25. Yes?

 

if you put to auto steam vr adjust the rendering resolution to your computer specs (often too high for DCS) the higher the render resolution (the rendered image will be scaled down to the headset resolution) the higher the picture clarity..it is like a form of antialiasing.

Now it depends from your spec..but as I know that steam vr put 200% for my computer, I put dcs world (in settings under application) to 70% which is equivalent to 140% of my headset resolution.

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Posted
I have zero clue how it works. Numbers under Steam's SS seems odd. Do you have with Vive pro an overlay that shows you ingame what is actual resolution (like with the Rift) ? If so you could find it.

 

Here the only comparaison I saw between Steam's SS and DCS's SS :

 

https://forums.eagle.ru/showpost.php?p=3412391&postcount=21

 

 

thosee numbers are correct.

PD is measured as a ration on the diagonal. which SteamVR SuperSampling is measured as percentage on the height and width.

 

so PD 1.5 = 225% in SteamVR

 

as for why OP is swing None native RES in 100%.. I have no idea.

However, please note that there are two sliders for SS in SteamVR.

one is "per app" the other is global and usually set automatically. unless you tell it otherwise. that might be the extra res you are seeing

 

it's under "Video"

steamVR_Video.png

Posted

as for why OP is swing None native RES in 100%.. I have no idea.

However, please note that there are two sliders for SS in SteamVR.

one is "per app" the other is global and usually set automatically. unless you tell it otherwise. that might be the extra res you are seeing

 

it's under "Video"

Although I don't quite understand what you said - as I guess auto-correct has kicked in somewhere - that is the tab I am talking about.

See attachments.

One would imagine 100% would be native res, i.e. 1440x1600 in the case of my Vive Pro, whereas native res occurs at 51% on that slider.

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Posted

I already mentioned why, but if a more authoritative explanation is required see page 17 of this pdf.

 

The trouble is that GPUs can’t natively render into a nonlinearly distorted view like this—their rasterization hardware is designed around the assumption of linear perspective projections. Current VR software solves this problem by first rendering a normal perspective projection (left), then resampling to the distorted view (right) as a postprocess.

 

You’ll notice that the original rendered image is much larger than the distorted view. In fact, on the Oculus Rift and HTC Vive headsets, the recommended rendered image size is close to double the pixel count of the final distorted image.

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