fastfed Posted August 11, 2024 Posted August 11, 2024 been making oculus the main source of VR for ever but recently been having issues with it and went to steam VR, after this last update I noticed openXR with oculus is working again, but the quality is not nearly as good as steam VR. I assume 90% of people dont use steam vr and use the oculus openXR . but the quality just seems so much better with the Steam. Can someone care to share setting they are using I currently have these for both. Oculus nullSteam nullDCS settings nullnull
RealDCSpilot Posted August 11, 2024 Posted August 11, 2024 (edited) There are several ways for resolution multipliers in both render pipelines. The only way i know to get the exact supersampling setting aka render resolution that is finally send to the HMD is activating DLSS and checking it's report in DCS's logfile. There is a line that looks like this: INFO DX11BACKEND (5528): DLSS successfully initialized, 2496x2544 -> 3740x3816 (I'm currently bound to SteamVR only) Ignore the 2496x2544 this is only the downscaling target for DLSS. 3740x3816 is the resolution that gets send to the HMD. Defined by: 1. SteamVR at XXX% resolution per eye in Video settings (this is the global setting for all games) 2. plus the modifier in SteamVR's per-app video setting (if 100% here, it does nothing) 3. plus the multiplicator in DCS's VR settings PD: 1.1 ("pixel density"). I would first check if both of your approaches really run at the same resolution. Edited August 11, 2024 by RealDCSpilot i9 13900K @5.5GHz, Z790 Gigabyte Aorus Master, RTX4090 Waterforce, 64 GB DDR5 @5600, PSVR2, Pico 4 Ultra, HOTAS & Rudder: all Virpil with Rhino FFB base made by VPforce, DCS: all modules
slughead Posted August 12, 2024 Posted August 12, 2024 On 8/11/2024 at 7:13 AM, RealDCSpilot said: INFO DX11BACKEND (5528): DLSS successfully initialized, 2496x2544 -> 3740x3816 That's useful. Thanks. Slugmouse: a finger-mounted mouse button emulator for hand-tracked VR cockpit clicking. Available now! Slugmouse Demonstration Video
fastfed Posted August 13, 2024 Author Posted August 13, 2024 Nope I have nothing like INFO DX11BACKEND (5528) in my log file. On 8/11/2024 at 2:13 AM, RealDCSpilot said: There are several ways for resolution multipliers in both render pipelines. The only way i know to get the exact supersampling setting aka render resolution that is finally send to the HMD is activating DLSS and checking it's report in DCS's logfile. There is a line that looks like this: INFO DX11BACKEND (5528): DLSS successfully initialized, 2496x2544 -> 3740x3816 (I'm currently bound to SteamVR only) Ignore the 2496x2544 this is only the downscaling target for DLSS. 3740x3816 is the resolution that gets send to the HMD. Defined by: 1. SteamVR at XXX% resolution per eye in Video settings (this is the global setting for all games) 2. plus the modifier in SteamVR's per-app video setting (if 100% here, it does nothing) 3. plus the multiplicator in DCS's VR settings PD: 1.1 ("pixel density"). I would first check if both of your approaches really run at the same resolution. Nope I have nothing like INFO DX11BACKEND (5528) in my log file.
Dogmanbird Posted August 14, 2024 Posted August 14, 2024 might only show in the log if DLSS is on in the game?
RealDCSpilot Posted August 14, 2024 Posted August 14, 2024 Yes, DLSS must be activated of course. i9 13900K @5.5GHz, Z790 Gigabyte Aorus Master, RTX4090 Waterforce, 64 GB DDR5 @5600, PSVR2, Pico 4 Ultra, HOTAS & Rudder: all Virpil with Rhino FFB base made by VPforce, DCS: all modules
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