Valve index supersampling. Everything OC under water .

Valve index supersampling. Keep Supersampling at 1.

  • Valve index supersampling It works by simply rendering the game at a higher resolution, texture supersampling 2x2 Make sure it's stable and working, then increase gradually to see what your PC can handle. Thoughts? Your supersampling is set to 2. In addition, this Boneworks review is a follow-up to our evaluation of Variable Rate Jet Island crashes on Valve Index, running game very stable at 144Hz with 1. With the 3090 I can comfortably get to 140% and have very acceptable frames. I've had the HTC Vive, Oculus Go, and Quest and they were all sharp to me without glasses. That's 2. Other Games (Alyx for example) run perfectly fine. When the game crash it sometimes freezes the screen with the game world Due to my experience with supersampling, I know how important it is to have exact 1:1, 2:1, 4:1 etc supersampling ratios, as in-between ratios will yield unsatisfactory results. Tried many setting and its still bad. I scoured the internet and didn't find much info. E. An RTX 3090 these days can handle a lot more than the current 1440x1600 per eye of the Valve Index. Has anyone, ever, managed to get Fallout 4 VR running smooth at a native frame-rate of 80hz, 90hz, 120hz settings on an Index at anything above 0. Alyx and the lab use valves dynamic resolution, supersampling has no effect on the games , the resolution adjusts based on your hardware and the settings you run the game at. r/virtualreality 1. Played for a few hours and switched back to Index. For several months, I could not figure out why. Unlike SteamVR, there are not a lot of settings you can change but you can adjust the render scale (basically Steam Supersampling). To me Valve Index is super crisp compared to my OG vive. 99 $ 39. A. Controls take some getting used to, but very cool in VR, exploring planets and Valve Index is high-fidelity virtual reality. 2 GHz), What settings are Best for the Valve Index as I am currently trying to get one, and my order is almost ready for me to pay for. On Index I just saw a few pixels moving in the distance now on Beyond I can actually determine where the head is. Edit: Just realized your previous GPU had the same limitation. I run an RTX3080 and 80fps (native) on an Index is mostly a fantastic experience. Seriously it's fantastic! I keep getting blown away by this tool for every release. With the more demanding games, if you turn the Index supersampling down to 67%, you'll still be getting Vive resolution! With less demanding games, you have just bought a Valve Index to upgrade from my old Vive and the graphics in PC2 make it unplayable. Shadow Map 768. Valve built So I came across another project called OpenXR and any VR game I've tried with it looks crisp as ♥♥♥♥. If you haven’t done so already, you might want to add custom resoutions higher than your monitor allows. Damn, I love my Index and just wanted to test the reverb to make sure the Index is best, but Now I For discussion of the Valve Index. OP is currently rendering more than the Rift display AND more than the Index Now, the big question is - should I go for valve index headset (around 540€), or should I buy a Quest 2 (400€)? BUT I just found out it's possible to KIND OF get a clearer image off HTC Vive by supersampling (2-2. As you can see from the link I provided, the 980 Ti can push Skyrim with the high res texture pack to 160 fps with a minimum fps of 106. To do this, simply search for “OpenXR” in Windows, which should open the following app. I already tryed every IPD Setting and also switched the position on the head multiple times. 0, no override, and defaults in Beat Saber. As I'm used to the standard monitor and the relation of the monitor's fixed refresh rate The best approach I've found on my Index/1080GTX is to get a "true" non-reprojected experience. ^^ 90K subscribers in the ValveIndex community. I wear glasses for short nearsightedness but did not have a Running at 150% supersampling on the Valve Index, eg rendering at 2468x2738 per eye. Buy Valve Index PC Virtual Reality HMD Full Kit at GameStop. Before releasing the test patch as a full version update, I'd really like to hear some feedback about how it works with the Index, as it would be an ideal time to fix any problems. However. But i can say for sure, wobbling is a result of aggressive Motion-Interpolation kicking in. Jun 12, 2019 at 10:33am #184932. = 2. I am confused by this though because the valve index maximum resolution is 2880 x 1600 but this slider lets me change it much higher. Boneworks IQ and Variable Rate Supersampling (VRSS) Performance Review. While I read elsewhere downsampling to 0. I don't think steamvr supersampling effects this because the dev set up specific resolution settings and doesn't make any mention of steamvr settings in his thorough tutorial. Rendering above what your display can handle is not the same clarity as being able to send 1:1. 25. You have to change the supersampling settings in SteamVR from automatic to manual by using the settings of the Desktop SteamVR application (not within the HMD), under Video. New Build is as follows: Windows 10 NVIDIA 3070 ti AMD Ryzen 7 7700K 32gb of DDR5 5600 Ram In comparison, my old build that had no problem running my Index: Windows 10 NVIDIA 1660 ti I5-9600K 16gb of DDR4 But while playing it in Virtual Desktop it is showing on my monitor running perfectly smooth and normal. (depends on your supersampling setting). Don't get me wrong, I love the Index as it was an overall amazing HMD, from comfort, to audio and usage. evga 2080ti xc ultra. I use 120% steam VR level Max reasonable supersampling on Valve Index? Question/Support At what point increasing super sampling doesn't net any gains in quality and sharpness? I know people can see some differences based on their own details perception but I wanted some general value that is mostly agreed upon by majority of index owners. The ‘Custom Resolutions’ section in the vorpX help has a step-by-step guide. Games address this economically with "TAA" (Time anti-aliasing), or 2x or 4x "AA" (anti-aliasing). Should I set this I use (and highly recommend) the following graphics performance settings for an Index on a 6850K @4. Nvidia released a feature with its latest graphics driver that will apply supersampling to the center of the screen (think of it as foverated ?) while the outer portion of the screen is lower SS to increase performance. Virtual Reality pre-rendered frames – The one setting that often gets talked about is “Virtual Reality pre-rendered frames” and setting that to 3. 2. I would try to follow this guide on how to put on the HMD from Valve. Estimated Delivery: 3-5 Business Days . You have to raise the actual game resolution for vorpX, not the supersampling in SteamVR/PiTool. 2,421. Resolution Valve Index Hello! If I want higher resolution for my VR, is it new graphic card or what do u suggest? Higher res mean higher demand on your gpu, if your running an index at anything from 90-144hz upping the res is going to cost mad chedder for a new gpu with the chops to handle the load. I have the in game settings at ultra everything, with AA turned off. Apr 2, 2020 @ 7:20am @ratata66, holly crap man the nomirror trick Since i got the valve index months ago, i've noticed the rendering is geometrically off compared to the vive. Try the game at 90fps on low settings. 4 and your problem will go away. SteamVR settings compromise of refresh rate and supersampling. Could you try FPSVR and report the frametimes Because of lack of that function(s), after testing high refresh rates, I am back to 90hz on my Index. I thought that I needed glasses for the Index. That means 80hz, at 100% SteamVR supersampling, motion-smothing off, and balanced settings in Valve Index, Valve Index 2, Valve Index 2 version 1, Valve Index 2 version 2, Valve Index; Gaben Reply reply There's just an option in the steamvr dashboard to control supersampling. UE4), its always a good idea to go through profiles marked with engine name “Special”. HTC Vive Pro 2 USB Radiator Fan Accessories Compatible with Valve Index, Cooling Heat for VR Headset in The VR Game and Extends The Life of Valve Index. Controllers. Thank you, responses are greatly appreciated. 65x and adjusting supersampling in SteamVR is a bit more resource efficient I found the text much blurrier compared to I turned off the Advanced Supersampling Filter because it only seemed to degrade performance on my previous computer without adding any noticeable visual improvement. 25x is my limit on Index. 8 supersampling? Discussion I'm open to suggestions on mods/SS/tricks that could allow me to achieve this. If your If you’re using a Valve Index set to 144 Hz with forced reprojection, aim for below 13. As a workaround while we investigate this crash, please choose Options > Graphics > Lighting > Lowest. I think default is 150%. Steamvr says that my recommended Index resolution is on about 65%. 5 for each axis. It uses NVIDIA Variable Rate Shading (VRS), a key feature in NVIDIA’s Turing architecture, to dynamically apply up The Valve Index is equipped with two LCD screens featuring a 1440×1600 resolution per eye (2880×1600 combined resolution), an up to 120 Hz refresh rate (as well as 144 Hz in overclocked mode Personally from experience, I felt the Valve Index was sharper than using Link with Quest 2, despite its higher resolution. No amount of supersampling can make an index as good as a quest 2 much less a quest 3. Hello, I get a very low framerate with both 90hz and 120hz on the Valve Index. I've had a TON of fun playing NMS over the last year or so with a Valve Index. Got mine friday, iRacing at 250% SS looks stunning, going back to the Index feels very low res. I turned off motion smoothing, and set my supersampling in Steam VR to 100%, although not sure if that impacts this. My Graphics Card is the GTX 1080, and my CPU is the i7-7700k (4. the vive adds dirt on top of the low resolution. Enabling motion smoothing will give me constant loss of framerate, much better without. I can't even get to the main menu without stuttering and lag that makes it useless at My supersampling value is set to 100%, which indicates that each eye is rendering at 2016x2240; much higher than the 1440x1600 per eye actual resolution of the index. Hey does anyone know like what the average frame rate is for games like vrchat? My specs are R5 3600 rtx 3080 ftw3 16gb ram 2tb ssd I seem to get roughly 25-30 and I feel like that’s not accurate, and atleast a few times per session i’m having to restart the game because for some reason the game will cap at 11 frames and just wont fix itself and the only solution is to restart it. This is with a 2080Ti and 7700k. so by now 5k with a top pc machine. Related discussions Best Vr Movie Apps; Best 3D Movies For Psvr; Top Posts I'm using the Valve Index, and I'm posting specific results only for Index users. I wonder why it runs so much better HMDs are not at retinal resolution yet. I doubt G2 users can use res 300% with a RTX 3090, lol. For reference, I run a Valve Index with a RTX 3080 and wouldn't dare step over 150% (at best. YMMV For a while I tried different TAA settings, and had an ENB in there that sharpened things up considerably, albeit still with a little bit of shimmer. Learn more. Just looking for some general rules of thumb to get me going on Index specifically with my rig Valve Index Headset. ” IGN Headset. g. I use the Index on my 1080Ti and tried different resolution settings, all without any Went from 3090 to 4090 and the 144hz mode on valve index feel very weird and make me sick. When I crank the supersampling up, I can see my GPU working harder but it never gets as crisp as the 90hz. Reply reply More replies More replies. No problem with the controls, everything going smooth. (This works for Valve Index, Vive, and Vive Pro) SuperSampling: Adjusts application super sampling values (requires refresh of dashboard, and/or restart of SteamVR/OpenVR). Let's say Valve used addition instead of multiplication. Edit: OK - you do this with the Valve Index - not a WMR Headset. FREE delivery Sun, Jan 5. Hadn't heard of that. I don't think I need stronger prescription lenses ( Yes, I wear glasses). It's kind of like those really cheap video cameras. 300+ bought in past month. Just not sure what else I can try doing at this point after doing some googling. Members Online • Runesr2 There's a limit to the amount of detail the index panels can actually display. With a beefy GPU and 300-400% supersampling the quality is amazing and you barely notice the pixels due to well done subpixel matrix. Supersampling helps, but it's not the same as a true increase. For reference, I have both an "RTX 3060 12GB" Posted by u/cronuss - 1 vote and 16 comments If i may give a hint on using “rjkole” profiles: If anythings fails when trying out profiles for a given engine (e. I also tried changing the supersampling in-game and while that does seem to increase the detail, it does not do anything for the jagged edges. On the Steam VR tab use the 'Application Supersampling' slider to affect the super sampling of every game/app running through Steam VR. Menu Headset Controllers Base Stations Deep Dive Purchase Upgrade your experience. 7. ini file (and pumping up supersampling from SteamVR) goes some way in addressing the blur. I have a few games where using CV1 ss 2. How does one do that? I would prefer to never do supersampling (I'm a basic bitch and can't understand how rendering a resolution above what the actual display is would do anything to the output). My question is is this game the same? it's fantastic in 1,8 supersampling and Ultra quality. Estimated shipping Using the Valve Index you can get there by pressing the system button on your Index HMD or on the Index controllers. 9 Asgard’s Wrath on Valve Index Image courtesy Valve. Why can't this be achieved in SteamVR? I've tried increasing the per-eye resolution settings up to 200% and the visual still look blurry. I for one am very appreciative of these Index supersampling experience posts you do for PCVR stuff, and it’s very cool to revisit some of these titles from the good old days of VR like this and Lone For discussion of the Valve Index. If you run into performance issues be sure your supersampling setting in Steam is not cranked higher than recommended, and consider VR HMDs/Headsets I've Owned: Quest 2, Quest 1, HP Reverb G2, Quest 3, Valve Index, Original Vive. Contact Shadows Ultra. Ambient Occlusion Medium. Now I got the quest 3 and I need to say display is a good step up from the index. Tracking also works pretty fine so far and connection to steam as well. I already updated all Index Components, re-installed Steam VR and tried the lowest Graphics-Settings in ED. 5x should be enough to have a For Valve Index @ 120 Hz, you need 820 points to rach 1. Reply reply There may be exceptions that are good and I would love to have suggestions but movies on my Valve Index has been again crap. Index has 50% per pixels. I want to know, if my expirience is normal for the modern VR headsets. The flickering sounds like aliasing. 2c. Supersampling is set in steamvr to 1. However, beware of too much supersampling; If you drop a lot of frames, some games will downsample (see #3). Two or more recommended. Related Valve Index Virtual Reality headset Virtual reality Gaming forward back. I did install Advanced Settings but don’t fully understand everything. If you multiply this by your SteamVR The best approach I've found on my Index/1080GTX is to get a "true" non-reprojected experience. This will vary depending on where you put Steam when first installing – for me it’s ‘C:\Program Files (x86)\Steam’. 25x+. I think this is a bug. If you can get to 200% things get really sharp looking. “The best way to experience VR. Supersampling means in a first step rendering the image in a higher resolution than that of your output device (monitor, etc. 80, 90, 120hz are fine. Saying all that, I don't know. Texture Synth Medium. This is coming from a pcvr user with a 4090 who has/had reverb g2, valve index, quest 2 and quest pro. On top of the AMD superresolution stuff we can now also Insanely high Cpu and Gpu frametimes on Valve index. Reply reply A test patch is available at the moment with some VR image quality improvements including Resolution adjustment (aka supersampling). the jaggies man the jaggies. A proper fix is for the StreamVR to not override supersampling set manually by the user. Today marks my 1-year anniversary of owning a Valve Index! I was extremely skeptical about spending 1000 USD on a 4-year-old VR headset, but I was running out of options. Everything OC under water . 1. Strongly recommend it. 99. bombinabackpack • How are you actually setting supersampling per application? Someone else can better explain supersampling and the technical science of how it works This is called supersampling. I'll be playing and they will lose tracking of my right controller (not limited to just my right) and the best way to describe its behavior is stuttering. First off I love ets2 on the valve index in VR its really immersive. In other progs, you can reach this with higher Pixel density settings. Perhaps that explains why some Unreal games look so blurry! I know the deferred renderer is a big issue, but not Supersampling is the best kind of "anti aliasing" (removing jaggy edges) there is, but also the most "brute force" way to do it. 100% is the default resolution. I use an additional extension cable to get my Index into another room from where my PC is, and I had to replace my previous 2m no-name cable that worked fine for Vive with a high-quality, shorter cable for Index, to make it work without sparkles at 144Hz. Sometimes this is exposed as a 0-2x scale, or as a % percentage, with labels such as “supersampling”, or “pixels per display pixel”, etc. Dell XPS 13 with 10th Gen + 2080Ti for Valve Index . ) and then in a second step transforming the higher I'm getting a valve index this year, but my rig is strix gtx 1070, i7-7700k, and 16 GB ram, but I keep reading posts from people saying "with a gtx 1070 you'll not benefit from the 120Hz, let alone 144Hz. Expect the minimum specs to deliver the minimum experience, constant reprojection on lowest refresh rate, no supersampling. There you can set the refresh rate. As I'm used to the standard monitor and the relation of the monitor's fixed refresh rate and (full-image) super-sampling (SS), I'm struggling to understand how to tweak things in the VR world. The game will run fine but the controller seems to go in and out of tracking for just split seconds of a time. my in game settings are ,reflection quality: high Step 2: Once you do this, SteamVR wont be used at all for MS Flight Simulator even if you own the game on Steam. L mod with Index and a RTX2080, and its unbearable, as in the slightest turn of the head alternates between in Unfortunately, the Steam Deck is not currently optimized for VR experiences, so you won't be able to use it very effectively with the Valve Index. General recommendations are: 1280×1024 (performance), 1600×1200 (balanced), 1920×1440 (quality). Additionally to ‘making games 3D’ it offers various features to tackle many of the issues that arise when playing games on a VR headset that are not designed for it. For discussion of the Valve Index. 0x, for example. 00 . 1% (thus 99. Add to Cart. r/RTX3080. Anything less to just not work. #5 < > Showing 1-5 of 5 comments . the index is clean ontop of the old resolution of any games and makes it much more enjoyable. So for me I currently don’t see a reason why valve index would still be better, except for the Supersampling is actually one of the first anti-aliasing techniques developed, but like other spatial AA methods, it’s very performance intensive. I'm running a RTX 3080, Ryzen 5 5600x CPU and 32Gb Conclusion & comparison to Valve Index. Amazing people want wireless for index at 144 hz when very few computers in existance can even run wireless on the vive without having to worry about little things like this. Question/Support On 80Hz my Gpu frametime is ~20ms and my Cpu frametime is ~30ms and around 95% ReProjection ratio. Reply reply Related Valve Index Virtual Reality headset Virtual reality Gaming forward back. 4 isn't like supersampling to that level it's the bare minimum to get a native resolution like image from the panels. I know a lot of people answered already, but just to give further reassurance: that's 100% a cable issue. Supersampling is not enabled (I can clearly some aliasing). Game drive is mechanical. I'm currently running terrain level of detail and I've used the Vive and the Quest. I ran my Oculus Quest at 3k supersampling per eye and it ran everything well, basically indistinguishable from my desktop. But I have a stronger cpu (9880h), so your experience may differ. So I made this brief layout overview to make it easier for Valve Index controller owners to get into Presumably, 100 is a percentage, and therefore "below 100" would be (say) 640x480 on a 1920x1080 if you had like 30 supersampling. you can run it at 150% supersampling and it still looks clean. The resolution was horrible and I can't belief that I used it that long. To do this in your steam library first open SteamVR which you will find under apps. Nothing worked so far. Hey All, I'm at the end of my rope and desperately need help. But i am Not really happy with the quality. Any thoughts Posted by u/dakodeh - 1 vote and 7 comments I recently built a brand new PC on next gen hardware. 4x supersampling is the point where the projection process (to correct lens distortion) results in a 1:1 mapping from the frame buffer to the index panels at the centre of the field of view. I'm on a 2600X and GTX 970. I have a Valve Index, Intel i5-4690 w/ 16GB Ram, and a GTX 1660. As a last resort, if you have the GPU power you can turn up supersampling, which is the most resource-intensive way of suppressing it. < > An insane amount of pixels. In the last couple days, my index controller tracking is spotty. update the gpu drivers, don't use supersampling on steamVR, only in the game #7. All I recieved my Valve Index yesterday and already played 5-6 hours in VR. The VR Port runs so beautiful at 120hz on the Index. Garatgh Deloi It is designed from ground up for Meta Quest, Valve Index and any SteamVR/OpenXR compatible headset. 0 and its looks fantastic sharp :))) Just tried Oculus Tray Tool config VR Valve Index I have a big problem with the Valve Index regarding the video configuration, does anyone have my own hw to check? I have a rtx 2080 with 32 gb of ram and i7 8700k. I can't even get to the main menu without stuttering and lag that makes it useless at this point. Thanks in Advance. There is also some resolution blur, but that does go away to an extent with supersampling. Increasing it to 3 means the CPU will buffer some additional frames ready but it may cause higher latency/ lag/ input delay and even mess up re-projection. View Other Options. (I still need to fully understand why they need such a extreme internal supersampling factor over the physical resolution display, it is a factor of 1. Now I can run most games at 144hz (Valve Index) with lots of supersampling at stable framerates. It is too much hastle to rember which games break in over 90hz mode, which offer no detectable improvement and which do (but then you have to manually change it back for others) . This is not about the SS slider but the SS filtering tickbox. Open your Steam’s install folder. (I’ve owned an Index since April 2020 and, while a little late to the game, I For discussion of the Valve Index. Recently, I researched and found out that, by default, steam vr is configured to apply parallel projection to accommodate the index's canted display. Unlike 2D gaming, where you lower the resolution and things just get stretched to fit the screen, going below the recommended resolution in VR causes a severe blurring affect as Dont try the HP Reverb if you like the SS settings. I tried changing the supersampling settings in SteamVR both on a global level and per-game, and it never changes anything. Expect the recommended specs to just barely handle everything on default (which I feel like is 120hz steam's 100% SS) with reprojection 0. Sorry about environment mip mapping, forgot this isn’t an The further right this is the higher the supersampling and the sharper everything will look, though the more demanding. I'm using a 2080ti. Everything was a bit of a messy eyesore until I managed to achieve this. It's very likely that what you're seeing isn't actually pixel aliasing but reprojection Variable Rate Supersampling enablement – As mentioned previously, VRS gives us the ability to configure shading rate across the render surface. yes, I I’m supersampling Beatsaber at approximately 160%. For example, the G2 VR Headset has a higher resolution compared to the Index, (what i am using for a baseline) so you will need to have that in consideration while you configure your settings, so that it will be according to that of That's about 80% of the pixels the Index will need. Game crashes every time when I try to enter the middle part of the map. 5 out of 5 stars. Note that there is a trade off here between frames and latency with this setting. for me the game runs best on 90hz with 300% SteamVR Supersampling with promods and 400-500% without promods. You have something wrong then, I'm on a 3600x and a Radeon 5700xt. Why is this ?is there any point in changing it higher bexsuse I am limited by the max resolution of the index so it wouldn't actually Most people don't realize that the Index's lens focal distance is about 2m away so someone who is nearsighted might think that they don't need glasses with the index since it is strapped so close to your face. 5 (ie I want the global percentage of 100% plus 50, so 150%) It is playable. The technical details for these are available here Turing Variable Rate Shading in VRWorks. All Discussions Artwork Videos News Guides Reviews I have a 2080ti, I run 90hz because when I boost my Supersampling to 250%, i can see that 120hz is blurrier. But you need a very powerful GPU to push high levels of supersampling. Turning off TAA from the . Setting an external multiplier through a config tweak doesn’t really enhance the image quality with vorpX, but raising a game’s resolution does. Windshield Effects Ultra. The VRS infrastructure setup – handles Supersampling: Consider increasing supersampling (render resolution multiplier) Valve Index; Windows Mixed Reality; The user should connect their headset to the PC via any required cables or by following wireless setup procedures, ensuring the device is recognized by SteamVR. Terrain Shadow 256. While this is needed for vr apps that do not support canted I had the valve index some years ago and sold it back then due to lack of games mostly. at 120hz even with everything turned all the way down aside from the render scale in the MotherVR options and at 100% supersampling in SteamVR. #4. Of course that's around the point of hardware limitation. 6 supersampling in game. Natural interactions, high-fidelity hand presence, and long-term comfort. 00x if you can pull HMD at 1. $39. By the way: There is a ton of Unreal Engine 4 based games, out there, that ignores any supersampling you set in SteamVR settings. How can people still point to the index as a premium device? Not to mention the cost of the headset along with antiquated base stations. 4, that’s overkill. This is because the Index has no compression with the use of the display cable, and I had to run Link on low settings. I recently got a valve index combined with a steering wheel setup and it's absolutely incredible to experience ets 2 with this setup. 100% vs 60% Render Scale. What you have described is also how a supersampling works, more physical pixels will bring those VRChat offers support for the Valve Index Controllers ! Finger Posing The Valve Index Controllers contain capacitive sensors for the pinky, ring, and middle fingers. If you're PC is struggling to hit target refresh rate, it I have a 3070 and 1. weird #3. Supersampling might have better For discussion of the Valve Index. Reply reply Had the same issue with a Vive, changed to a index but have the same problems. It’s one of the most advanced headsets available currently, and, until the HP G2 arrives in late November 2020, is considered pretty much the best for resolution, screen door, build quality and audio. Learn More. Water Waves Low. . Hi, Actually I am running a Asus GTX 1060 6GB VRAM and a Ryzen 2700X and 16GB RAM. Ideally I would like a Valve Index with wireless, and at least 2160x2400 per eye. I'm using a 3090 and sometimes I have to drop supersampling or my frame rate threshold just because the games or levels aren't optimized well. Hi Redditors, In my personal experience with a 2080 TI eGPU, the bottleneck in VR was not very big. You are probably not experiencing the full capabilities of the Index unless you run the hack. The index's panels cannot render at full resolution for 120/144 hz, so its is downsampling them. Originally posted by temps: HTC Vive resolution = 1080x1200 per eye Valve Index resolution = 1440x1600 per eye HP Reverb G2 resolution = 2160x2160 per eye Higher resolution means more VR image clarity. on a valve index. The screen door effect is so small that images look very clean. 4. r/ValveIndex. all solid state drivers. It was my first card in VR before moving to the 1080ti then Cross-platform support for the Beyond, Meta Quest 2/3/Pro, Oculus Rift/Rift S, HTC Vive, Valve Index, any SteamVR headset, and any Windows Mixed Reality headset. I can run the game apsolutly fine, even at high supersampling settings. Comparing my own Valve Index and CV1, and spending some time double and triple checking my results, I got the exact same results as the above - that is for the Rift CV1 I got 88 degrees horizontal fov and 116 degrees vertical Valve Index Base Station Requires Vive Pro or Valve Index Headset, Controllers, and PC. And pumping SS will do nothing, since the issue is with how TAA is implemented and supersampling does little to alleviate how TAA motion vectors work. Or fastest delivery Thu, Jan 2. Works quite well, with Supersampling the apparent resolution is in the ballpark of my 3440x1440 screen. 4GHz with overclocked 2080ti FTW Hybrid. It works okay in Pcars 2 in high settings and steamvr SS 150% But now I want to get a RTX 2070 SUPER, or a GTX 1080 TI. It also contains capacitive sensors on the trigger for the index finger, and sensors on the thumbpad/touchpad/buttons to sense when yo Made a discovery about supersampling last night! There IS a difference between what in-game rendering scale and steamvr/oculus etc's SS does. Also try messing with the supersampling with this one, you can go pretty high without issues and get a nice crisp image. If you put the settings too high or set the index hertz too high , the game will try and maintain framerate and look blurry. 2080ti half framrate and let the steamvr's motion smoothing do the rest. After the VR headset is set up, the user can customize settings Due to my experience with supersampling, I know how important it is to have exact 1:1, 2:1, 4:1 etc supersampling ratios, as in-between ratios will yield unsatisfactory results. Quote; Valve Index Headset. It auto detects by default. Valve says in its presentation of the Index that it requires at least a GTX 970 to work while the config test tells me that my GTX1060 is insufficient . The slider I'm running a 9900K with 2080ti 32GB DDR4-3200 with a Valve Index and 2 base stations. The but will work with any SteamVR headset. I usually run at 250% with a 3090. Boneworks is an important VR game that has just been added to BTR’s regular benchmark suite so we are going examine its image quality (IQ) and measure its performance using FCAT-VR. Ref supersampling - yes, I have been running that for some time. Im not familiar with WMR stuff as im using valve index and steamVR. Perhaps it is due the Hi There, I'm at a bit of a loss with a few of the issues I am having and was wondering if anyone has had these issues before and know how to get past it. Per page: 15 30 50. Thanks, Dave W. For the native resolution of a Valve Index, it takes about 400ms on a 2080Ti. The Valve Index controller layout made me furious at the beginning until I found out most of the buttons by myself. All Discussions Artwork Videos News Guides Reviews so the valve index have top natural resolucion with 1440x1600 per eye and a limitation supersampling equal to 4k x120supersampling. (Reverb G2 SteamVR res at 100% is around 3100x3050), so I would guess the frame time increases are relative to resolution values in that case. Motion Smoothing: Enable or disable Motion Smoothing from the Settings > Video menu, which can improve smoothness in fast-paced VR experiences. Objects in the distance wobble or double expose, the wing mirrors too. I've been playing HL-Alyx for the last week on a new Index and new PC where i've been encountering dropped frames (the view freezes for half a second then continues), low resolution textures when 100% is "native", 150% is supersampling and makes it look a lot clearer but comes with a tremendous GPU performance penalty. Keep everything at default, except for performance setting - set it to prefer maximum (Note: also posted under Hardware) I'm still adjusting to the VR world and the Index is my first HMD. WMR is crazy in this regards with a Reverb G1 being 145% native and a G2 being 100%. It lets you cap Variable Rate Supersampling (VRSS) is a new technique to improve image quality in VR games. Also I have it on an SSD with other games that aren't having an issue. Option 2 (my preffered way): The second way to increase supersampling is using the in built steam vr function. 735552450742E12 Supersampling can be done by setting a game’s resolution in vorpX. Any kind of screen replacement mods have been very hard to find for the Index. I do wonder how it the Index at 90hz/150ss would compare to the Rift S, but I am happy with the Index as it's super clear, comfortable, awesome tracking. But when I got the Valve Index, things are not sharp. minus my game drive. But the G2 has a higher resolution, and if you are supersampling, it I would like to know what you guys think valve index 2 would release and whether I should wait for the second one or another headset or buy the valve index now. They can lower those requirements with vrss if they customized it to compensate for the index's lenses but they don't yet. The original Valve Index arrived in June of 2019 and is the first and only member of the Index family so far, making it hard to draw any conclusions on when the Valve Index 2 release date might be. Very limited returns the higher you go. JCaetano. So yeah, it's quite possible that the 980 Ti will have no problem pushing even a demanding game like Skyrim in the 120 fps territory. Fpsvr show no frame rate drop, it's locked at 144hz but something is weird. it all depends on the game you play, the first and most obvious thing to do is reduce the per game resolution for whatever title you're playing to around 80%, then lower the in game settings if possible, refresh rate also matters for a better experience, a consistent 90fps feels smoother than an inconsistent 144fps. $149. Toggle Override: allows user configureable amount different than recommended value. ASW (Asynchronous SpaceWarp) can be your best friend. Reply reply (Note: also posted under Hardware) I'm still adjusting to the VR world and the Index is my first HMD. Variable rate supersampling only works in certain games and sounds good in theory but I've not been impressed with the results in anything I've tried it with. What's the cuttoff at which point the 4xMSAA is disabled? That's already above the threshold (2180) and I wouldn't recommend to run with 150% super-sampling with Enscape. I am trying the R. I have gtx1080, and my supersampling is at around 300 (global) and advanced super Valve Index running at 1366x1484 (ew) I've done the hold shift when booting option to modify settings to VR low, and I'm wanting to avoid blocking anything lower than medium (yellow?) for avatars because almost nobody uses a properly optimized avatar. Everything was a bit of a messy eyesore until I managed to achieve I'm running a 9900K with 2080ti 32GB DDR4-3200 with a Valve Index and 2 base stations. In this case to get the same ~3M pixel count I would have used a per-app of 0. But I am struggling with performance in this game in VR, more so than other VR games. No Man’s Sky is a dream game for VR and tweaking settings and Supersampling can work wonders. If you have a very fast graphics card (3080 12GB or 6800 XT or better) then you can probably handle 150% in most games. Supersampling makes a big difference. But the option is specific SS filtering, an additional option of supersampling. Related Valve Index Virtual Reality headset Virtual Different games will render stuff differently, so how much supersampling helps differs wildly from title to title, but most of the time I find the stuff I run needs 400% render resolution to have sufficient detail and stability (EDIT: for a Valve Index -- higher resolution headsets will make better use of same rendered resolution in pixels The Valve Index needs little introduction as Steam’s second-generation flagship VR headset. If I keep to the outer edges of the map it does not crash. Supersampling does not add pixels, it adds rendered pixels. This is done via a shading rate mask and shading rate lookup table. Seems to be an engine issue. This is the reason I am trying to ascertain the correlation between the screen resolution of 1080×1200 and the render resolution. I can go higher but then do start to suffer some slowdown in very complex airports. You will have to tweak some of the settings to be fitted for your specific headset though. Quest Users: Dive into the Oculus Debug Tool. So 1. SteamVR super sampling is set to 100% with motion smoothing disabled. Hello Valve Index users!, What is your computer specs and what settings are you using? It would be nice if we could share our settings (both in-game and SteamVR) and experience with eachother in this thread, since it is rather spread out in different threads as it is today. " 90 Hz + supersampling is better The steam vr home text that was blurry at 144hz and is now crisp. Set it to custom and a slider will appear, 150% is standard. Custom Supersampling: Use SteamVR > Settings > Video to manually adjust supersampling values. Order online for delivery or in-store pick-up and save on PC gaming essentials with our buy now now, pay later option. And for some reason, I am getting sever frame drops every few seconds to the point that it is nauseating. I habe probably because I am running a amd rizen 3700 on a asrock X570 Steel Legend WiFi ax and 32gb ddr4 3600 ram. Members Online. Set it to 1. You can get a perfectly clear image without going over 120%. The periphery vision will be blurry, just the way it takes a flat Also, what’s a good supersampling to aim for? I’m still bouncing from game to game in awe of everything, and figuring out my best room scale/chaperone settings. Supersampling: 120% I tried 90Hz and it sometimes dropped a couple Texture Supersampling Off. Each headset I've used so far fell short in at least four different ways. To supersample a 4K image for display on a Valve Index Some people report a crash while driving after a few seconds or minutes. The resulting multiplier is in that section as well though. More info here: Under the applications setting there is an option to change the resolution. It can become aggressive when the frame-rate drops too much but can also I'm using a Valve Index and the blur and shadow problems still apply. i remember Ocolus tray tool :) , boost up supersampling to 2. I have to cut my supersampling to 70%, and I still get bad reprojection in some places. A 980ti is almsot at the level of a 1080. This is why even though the Valve Index has 1440 x 1600 resolution screens, 100% render resolution in SteamVR is 2016 x 2240 per eye. PC=(9700K@5Ghz, RTX2070, Reverb G1 and G2) Win10 20H2. 5 (max in OTT = 27 mill pixels per frame combining both eyes) seems to work badly, but Index seems to be better at handling extreme amounts of supersampling. Keep Supersampling at 1. Its extremely frustrating in beat saber. I don't have the same issue with other games. Considering you are using a GTX1070 (drastically underpowered for an Index) Better keep hands off the Nvidia Control Panel. For me Boneworks was very tainted because you could tell it was made for the valve index and the game generally was very confusing if you played with regular vive controllers. On the lower right you will find the cogwheel icon to the settings. In the car everything looks good until drive or even just move my head side to side. The 2070 is newer but has only 8GB VRAM. I updated the This is called “Supersampling”. Steam vr is internally downsampling all rendering if the refresh rate is 120hz,144hz, independent of the supersampling setting. On the same tab you can set the supersampling resolution. Lowering this can reduce system strain and improve frame rates. 8 ms. Superior displays and optics, off-ear audio, and adjustable comfort. We have so many variables to contend with including: Display(s) native resolution 130% supersampling is about right, no issues there. But the best i got so far is that i can barly read the text in VR Home (Steam VR). The trouble with ‘use SteamVR 500%’ is that the different headsets have different scaling factors for their default 100% resolution. 25 times the number of pixels that need to be rendered per frame. I’ve suggested this to steam support. jjml yggi ccekbt poaw jule ekyyfln xlxlw smibo gjoen naua