Steamvr lower supersampling With SteamVR games it’s probably easiest to increase the per app visuals up a little higher than 100%, maybe 10% at a time. 2. go advanced, choose custom resolution and pick at least 350% supersampling for the vive. the higher the milliseconds, the more delays you will experience. Switch it off if you prefer sharper images. Done. You'll And yea, VD quality setting takes significant priority over SteamVR supersampling. The more yellowish headroom there is above the green bar, the more "unused horsepower" is available on your GPU and you might still increase renderTargetMultiplier (which needs a SteamVR restart each time though). I I have verified supersampling is manually set within Steam to avoid high-resolutions (as close to Quest 2 default as possible). 4 times that in each direction 1512x1680 per eye or 3024x1680 combined. 4-5. I would advice to only use the SteamVR supersampling setting to avoid any conflicts. 6 to 5. For Rift games you want Oculus Tray Tool and the supersampling slider, I believe. if you notice alot of unusual artifacts, then drop SS down to get your milliseconds under 12ms. It would be great to be able to reduce the supersampling on the app side, and not need to guide the user to I usually leave my global SteamVR Supersampling settings on 100% and will manually set profiles per game. 3, with all per-app values at 1. 5 up to 2x to be happy with picture I have been messing around with supersampling, but so far, nothing I’ve tried has caused a noticeable difference in image quality or reduced blurriness. This simple tweak will dramatically improve the sharpness and clarity in your SteamVR Dashboard (overlay and menus), using a Pimax. After trying various different Nvidia drivers without improvement I discovered it was due to a setting in SteamVR. > 5. It looks a tiny bit better on large objects. 0 Supersampling in SteamVR Advanced Settings? : r/Vive - Reddit true But even with lower supersampling multiplier values, the text of the SteamVR interface looks a lot crisper than normally. In SteamVR there is a parameter called SuperSampling %, this determine the number of pixel to render the scene. how it works together? if i put 0. e. You have to go into the video settings and manually set to 100% like BacgoundSuccotash stated. ini file AND then the s setting in SteamVR. 5 SS. Privacy Policy | Legal | Steam So I started playing some games with a cheap quest 1 that i got and thought it was great so I got a quest 2. So regardless of where you decide to increase supersampling, you will still have to manually adjust every time you increase or decrease your refresh rate. In this section, I will tell you how I got the Supersampling values for each game. Hmm, I assume you have a 2080 or 2080Ti? To me, it sounds like you are using a much higher PiTool render quality value (maybe 1. Reply reply jonathanx37 • I personally don't run out or face OPs issues on a 1060, supersmapling is a good point, my money's on Oculus link's overhead though Is it just me or is the controller binding system in steamVR designed to reduce you to a confused blubbering mess? upvotes Wow I feel so dumb right now, I've been playing 186% resolution confused as to why my frame rate is lower than it should be. it will be 112. 5 as well. Even if I lower them to all LOW, I 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. from vrclient_gamename. Check Background Apps: Close any unnecessary apps running in the background, as they can affect VR performance. 75 in Pitool and 150% in SteamVr. Has anyone messed with this? GPU load can be lessened by lower supersampling. Experiencing the mystery bottleneck of low GPU and CPU I recently got myself a RTX 2080 Super and decided to give VR another try after not playing for a few months. 5 times the native resolution. While in-game SS multiplier using increase in screen resolution, multiplying both height and width of the screen. Let me give you an example. txt log: Setting max texture dimensions to 2709x2709 before requiring downsampling (driver provided) OS Windows 11 SteamVR Beta 2. This will make the visuals much more blurry, but it might allow the games to at least run. I use 250% on my index because the headset is a higher resolution I can confirm this does work, I noticed a significant improvement over default with my gtx 1080. Pitool Rendering Quality and SteamVr supersampling. Go to the Video tab and click on Manual Override. Most of these guides are 3-4 years old and videos and screenshots bear little resemblance to how it looks now. A pretty dumb move by Valve Edit - since this comes up SOOO much, I made a quick image on how to manually set to 100% scaling. Have I been missing out on sharpness? I have a GTX 1080 and wonder what I should set the new SS levels to. These two guides are explaining some strategies you could use regarding FS2020 Render Scaling and the API (OXR or SteamVR) Super Sampling. So I think supersampling in VR is a good thing as long as your graphics card can handle it. Remember, finding the best settings is a matter of experimentation. 1. SuperSampling to 100% using a lower desktop resolution -Maybe your supersampling settings (it means that you increase render resolution to get a clearer picture at the cost of performance) are way too high (you can change them in the video tab of steamVR settings,i would suggest to put it back to 100% and us the per app slider to manage the supersampling in each game saprately. now if you are running resolution low and supersampling high, you are working with a blurry SteamVR calculate Supersampling multiplier by increase of number of pixels. This also applies to text in other applications and games. In the SteamVR menu, go to Devices > Update Firmware. Perhaps that explains why some Unreal games look so blurry! I know the deferred renderer is a big issue, but not respecting my supersampling settings will only compound the effect. Lets say I set my SS in my Oculus App to 1. This is tied to the slider on the 'Video' tab in Steam VR settings (though the Steam VR slider won't move, it is working) Go back out to main Monitor performance and adjust accordingly - 'Video' tab, click on the 'Display Frame Timing' button, if you see red, lower SS values. If you run a game at 200% resolution, I think this may actually affect the resolution of the stream, rather than sampling it down to the Quest resolution on the server-side. I don't know what it was in regular . Motion smoothing takes a bit more overhead than simpler forms of re-projection, so if you turn motion smoothing on, you reduce how much supersampling you can do before reprojection sets in. 75 x the native resolution, which means it is actually doing the opposite, and doing undersampling. For Oculus, open the oculus PC app, go to devices, select your headset and scroll down. For example, lowering it for particularly taxing applications. 5. 0 rather than 1. Should I set this lower? 51% appears to be 1440x1600, but the custom resolution option is grayed out when I type in that number. Your bottleneck may be in ram as well. The HMD screen will somehow become limiting Well I have a 1080 ftw and some games I can do 2. 2. I set it to 1. Advanced Supersample Filtering has been an option in SteamVR since 2017, but Hi, I have a hard time to understand combination of supersampling for a SteamVR / Unity application. If you set it to "automatic" then it will measure your GPU perf and set it as high as it thinks it can. Really poor implementation. lets say you are running 1. You might want to further ISSUE Advanced Supersampling Filtering kick in at lower resolution than it should be. Click on SteamVR and then Settings. Also the lab runs perfectly fine at 2. Supersampling is important, especially for text. When I reactivate it, they return immediately. 5 or higher) which renders a much higher resolution before it even reaches SteamVR. I believe the low/med/high options in virtual desktop also affect this/it’s range. However, we know keep increasing the SS will not increase the graphic quality forever. I would say increase supersampling until your game is roughly under 12-18ms. Hope that helps. (You can also set supersampling on a per-game basis if you like). Because sometimes SteamVR will see your beefy GPU and set the supersampling to something huge. I think only because they make resolution low so they can lower minimum specification on graphic cards so more people can buy rift or vive with crappie graphic card like gtx 1050ti. It doesn't seem to matter what I change for my in-game graphical settings to within Beat Saber. What works for me with now minimal and shorter lags if at all (barely spikes in the graph) is going into developer settings and turning off advanced supersampling filter in the graphics tab. 5x Native resolution). From my very limited understanding super sampling filter tells the video card to render at a higher or lower resolution then what the headset is capable of. If you use advancedsettings then what version is it? It might Part of the purpose of supersampling is to increase the overall resolution until the middle is at least 1:1 so it will look good. 4 ini SS is similar to 1. Start SteamVR without putting your headset on, you will have a rectangular window showing you your headset status etc. With my new hardware, supersampling is not a problem anymore. If you prefer smooth + blurry over jaggy + clear, the alternative is to lower the SteamVR resolution to give enough overhead to enable the in-game MSAA option instead, which is If you set SteamVR/Oculus is Low and in game rendering scale high, you get very crisp buildings, and the terrain/textures get a bit blurry, and the plane/UI resolution gets jaggy. My SteamVR settings seem to have been reset. I figured they may still not look amazing with the quest 2 but I didn't expect to see no change at all. since the vive is such a low resolution HMD, you can probably get away with 500% but no reason to go this high. The immage gets a bit blockier, sharper, but all frame drops are practically gone. From what I understand, early on with the VIVE you could go into a configuration file and modify parameters to set SuperSampling. 0 via a slider under Start by turning post processing effects off. If your hardware can set it higher than that, even better. However, the default/100% supersampling is actually 1. You probably need to change the SteamVR settings, but as your graphics card is the minimum specification required by steamvr to handle the lower resolution 1st generation headsets This can improve visual clarity and reduce eye strain. Experiment with it on/off to see the effect. Use the physical IPD knob on the bottom right of the VR Headset to adjust. Here’s something that might be useful for you, if you have a low-end GPU (GTX 1070 or similar) with Pimax. With out super sampling in vr it looks blurry so you really need at least 1x super sampling I like min 1. Try lowering the supersampling level of the game to about 50%. Getting used to the headset is important. Now start a game and look at that display, concentrate on the lower (GPU) graph. Now there is the Programmer settings in the SteamVR application. It is independent from the SteamVR supersampling and will be applied on top of it (aka multiplied with it). Then I go to SteamVR app, and here I can clearly see that when SS is set to 100%, it corresponds to the already supersampled value from Oculus App (1. G. Ok, SteamVR has a new way to handle SS feature and they have also changed the tab refering to it. the games that actually do aceept the settings like raw data does not need adjusting. To do this, go into SteamVR settings, Video tab, then set global supersampling from there. All rights reserved. 4 supersampling in steamvr is not affected. Super sampling is super sampling and whether you apply these with SteamVR or ODT does not matter imho, Okay, so box sampling seems like the best consensus answer, but then if I actually mess around with the setting at various render resolutions it seems to result in what appears to me as anti-aliasing no matter the render resolution which doesn't make sense. Very cool. If using a low-res headset like Vive Pro or Index try a higher multiplier. All devices need an internal level of supersampling (to countereffect the lens distortion) and then we can manully add certain level of Here’s details of a new tweak that allows you to engage supersampling in SteamVR and compatible games with the resulting differences impressive – as long as your system can handle it. 'Default' setting would be rendered in 1. setings file before using advanced settings, but at some stage it stopped successfully adjusting the actual supersampling. SteamVR supersampling vs MSAA anti-aliasing vs in-game resolution scale . I took some time to do a little "benchmark" on Supersampling. This reduces the Why shouldn't we use the Snapdragon Supersampling and just go a level lower to High or does Supersampling not given enough detail as one step higher does? Also a small tip, try lowering the FOV setting in SteamVR. Setting supersampling to about 1. Did they move it again? sigh. GetRecommendedRenderTargetSize() at 100% - 1680x1760 100% By the way: There is a ton of Unreal Engine 4 based games, out there, that ignores any supersampling you set in SteamVR settings. OMG. 120% is a good starting point. If you set SteamVR/Oculus is Low and in game rendering scale high, you get very crisp buildings, and the terrain/textures get a bit blurry, and the plane/UI resolution gets jaggy. Now, when I try to modify the resolutions for more demanding games, there is no difference no matter what resolution steam My SteamVR settings seem to have been reset. Get app Get the If you want to do some testing, start by setting your refresh rate at 90 Hz and target resolution/supersampling at 100%, which are the settings that most systems should be able to run most average VR games at without reprojection. Lower the Supersampling settings under Video in the SteamVR settings for better performance. The only situation where you should use the Oculus setting instead is when you want to turn off automatic adjustment of supersampling in some Oculus games. We have so many variables to contend with including: Display(s) native resolution Then vivite user interface of your PC via Oculus Desktop and click on the keyboard symbol in the lower right corner (see picture). So 100% supersampling by SteamVR will vary depending on the type of GPUs. Supersampling still definitely increases texture clarity, so I'm running SteamVR well above native resolution and will just deal with the jaggy road lines and fences. I wanted to see the exact difference between the different Supersampling levels so I set the Vive on the floor and took some screenshots. SteamVR. 8+ SteamVR SS. © Valve Corporation. And turn off all post processing effects in Assetto Corsa. The order of the images are from lowest Supersampling value to highest. It does work on vr. 30-50%) . Good thing is, you can actually easily change SteamVR/Oculus supersampling settings without restarting the game (you do need to disable VR and re-enable it though). . There are tonnes of video and guides online for improving graphic sharpness and resolutions via Stream VR. It's probably part of the marketing of G2 having high clarity with the asterisk of wasteful supersampling on the edges that no GPU can render. Akin to DSR/VSR Downsampling E. Do you use advanced settings? I used to edit the steamvr. (y) [IMG] VR Resolution Redefined Today we are excited to Make sure your anti aliasing is set off or at least down as low as x2. The higher the supersampling rate, the higher the burden on the GPU obviously. On my Valve Index I keep The Steamvr resolution settings do the same thing as the half-res setting but only works in Steamvr games and are much more granular. the more delays, the more nausea. Enabling supersampling through SteamVR allows you to take full advantage of your HTC Vive headset’s capabilities, enhancing the overall visual experience and reducing aliasing artifacts. Click and drag the slider on the Supersampling bar to raise or lower the value. ) and set it down to 90hz for more graphically demanding games (HL:A, TWDSS, Asgard's Also, check out your supersampling settings in SteamVR. 5 resolution multiplier or 150% resolution rendering will be reduced to 75% of helmet resolution? If you reduce PRQ to 0. 0. I can drag it from 0. All trademarks are property of their respective owners in the US and other countries. However, whenever I try to change the slider in the steamvr settings, nothing happens. I have a personal script that fixes a couple of steamvr's problems, and seeing as theres so many small problems and tweaks that steamvr needs, I'm planning to compile a lot of them into a tool that auto applies stuff when steamvr opens and closes, such as modifying this file to always I have verified supersampling is manually set within Steam to avoid high-resolutions (as close to Quest 2 default as possible). Vivecraft is one of those games but I can't turn on a lot of extras in game. But the good news is, you now have per-app supersampling control instead! Instead of going to the "Developer" tab, go to the "Applications" tab, and you can control supersampling on a per-app basis. you can leave it at 1. Title: "Onward" So I was going to lower the supersampling that I have set! When I'm in SteamVR home, the graph shows around 8-12 MS and 20 MS when playing in-game specifically Elite:Dangerous, how can I reduce this latency? I used to notice lower frame times before but now I get latency and squiggly lines in-game when I move around sometimes There are tons of threads talking about SS for original Vive but almost no one is talking about SS for Pro so i decided to open a new thread. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews You are supersampling either way and both options look good so don't stress about this option. Hey all, got my Vive about a week ago and I just found out that you could change the supersampling which sounded awesome since I'd thought it was a bit blurry. However, since nvidia recently published a driver update with the new VRSS technology I am not quiet sure whether I should use it at the same time as SteamVR‘s supersampling. Demanding games might need lower settings. 8k screen would be 2x resolution multiplier in config file and 4x number of pixels in SteamVR dachboard i saw a few folks saying setting steamvr resolution higher than 100% has very little improvement as the headset is fixed at 2160 x 2160 . 2 Meta App Public Beta Client STEPS 1. use 350%. Supersampling Values Methodology. 0 as any lower is MUD < 1000x and terrible resolution) . The central FFR/VRS radius will be full SteamVR or Oculus resolution, so set to 100% in SteamVR/Oculus. SUPER HOT VR is EVERYTHING . It's in the settings. Highly recommend OpenComposite instead of SteamVR for oculus though, It’s included in FUS and it performs way better for me. With my 2080Ti, 150% SS on Ultra typically shows a supersampled resolution of around 3100x3100 (though it varies a little from session to session, I believe, because of a benchmark that runs when it starts). You can always tweak it on a per-game basis. Leave it on (as it is by default) if you hate aliasing and sharp line/pixel 'shimmer'. If you want 1:1 so you can then adjust SS in ED and have it scale correctly you'll need to lower SteamVR setting below 100% to match your res per eye. One of the main reasons I did that was because PCVR games that I was trying through steamVR looked really really really really bad. On the Steam VR tab use the 'Application Supersampling' slider to affect the super sampling of every game/app running through Steam VR. And the levels of reprojection will be similar. 0 and nothing will change, and I don't see any difference in FPS either. SteamVR automatically adjusted the SS to around 200% for my Pro after 2080ti is installed. 2 by default. Now we have to go in "performance" tab and check the "manual overide" check box there to be able to set supersampling manually, else Steam VR will automatically set SS value for us according to our GPU. Maybe you’ve tried this but in the SteamVR menu “video settings” there is a resolution slider. The higher the better definition of the images (not necesarily spotting) but more GPU load. Lower Supersampling Level: Decrease the supersampling level in the SteamVR settings or application-specific settings to a lower value. To be clear - I am using the f setting in the Fallout4Custom. Poor performance or frame rate drops. 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. Even if I lower them to all LOW, I SteamVR Settings: Applications Tab: Motion Smoothing uses Global settings, which is enabled. 5 and increase SVRSS to 400%, they cancel each other out in both looks Only way to play a VR game was by turning all graphic settings very low which looked like blurry mess. To configure individual supersampling are using SteamVR, follow these steps: open For Steam, open SteamVR and press option button then go to settings. For ref. Bigscreen uses unconventional naming for this setting. Ahem. For most people who have a decent PC (1080 or above) the best thing to do would be to leave the WMR settings on 90 and full res, then adjust the Steamvr supersampling settings for each game to get a good framerate. Also, in general, I tend to leave the HMD defaulted at 120hz, but set it to 144hz for simple but motion intensive games (Beat Saber, BoxVR, SPT, etc. Advanced Supersample Filtering: Improves image quality when supersampling is used. Interessantes SteamVR Super Sampling Feature abseits der Audio Funktionen in SteamVR. I just installed the SteamVR Beta to try the Home thing and now notice all this info about Supersampling. This is better. SteamVR has a hidden configuration parameter which allows to enable supersampling for VR applications. Very very low seems to be 0. Reset Display Settings: Go to SteamVR > Settings > Developer and select Reset Video Setting s to default. I changed some of the If I manually reduce it to 100%, it does look "horrible". Reply reply and it turns out this new automatic supersampling in SteamVR was set to 186%. 8 super sampling on a low demanding game but at ss 1, raw data can't handle. SteamVR itself is defaulting to 150% supersampling in general, and 100% per application, both values can be changed inside SteamVR. That looks about right, although I don't think there is much difference between FO4 VR ini SS and SteamVR SS performance-wise, other than FO4 VR ini using the old version of calculating SS. The bright yellow bar is the idle time of your GPU. SteamVR applies an auto SuperSampling to your game. Games typically default to the native res of the headset which is a bit low for text. put the resolution at high and best and then in steamVR, drop or increase supersampling to the point where the milliseconds are under or around 8-14. You can try increasing it a bit but be careful. Trust me, the difference is like night and day! I have no idea if you already know about this, but it took me Supersampling is hands down the best antialiasing method, but far too expensive. A lot of them talk about setting the "Supersampling" setting. It’s one of the options. Question What's the best combination? I'm on Reverb G2 100% SteamVR SS (over 3000x3000 per eye), 2x MSAA and 1x in-game resolution scale. Thanks to SteamVR integration with WMR, supersampling settings are readily available to be tweaked. Lower Graphics Settings: Go to Settings > Video in SteamVR and reduce supersampling or graphical settings to improve performance. I realized that I can't even notice any difference at 90%, which probably means I can't even see that last 5% on each side. Considering how different the performance can be in different games, global multipliers rarely work SteamVR. I had never changed these settings but I saw that the supersampling was set to 5. 4. With those settings and my overclocking I'm able to run it at 170% supersampling and keep a steady smooth 90 fps. A year ago when I got my 1070 I set the overall resolution to 1. Discussion Hi. Setting the SteamVR resolution to lower than 100% means undersampling your headset, resulting in lower image quality. You are right about wasting supersampling on edges. The headset (I think) then takes that Basically, SteamVR is now either choosing a scaled up resolution for you based on your video card and HMD, or if you are manually overriding it, unless you are setting it to hi fellow gamers, I've got OpenVR advanced settings installed to be able to change supersampling settings via the steam VR overlay. I think the simple explanation is that it uses more of the pixel's (and surrounding pixels'?) data. 5 or 150% normal res usually makes things look a lot better. 5 SS for 15 minutes while finding where the most resource intensive scene/level. is it true? thank you A resolution greater than 100% is called supersampling, or I'm assuming you know what super sampling is being used for the game in SteamVR settings. I took more images at lower values as that's where most people will be This months's SteamVR update brings Advanced Supersample Filtering back to Quest, and it supports the Steam Link app. Hadn't heard of that. a = asynchronous reprojection enabled (allowed) . i = interleaved reprojection enabled (allowed) % = percentage of reprojection (range is a fluctuation or heavy area - light area, i. With supersampling graphics are rendered in a higher resolution than the native Supersampling: Consider increasing supersampling (render resolution multiplier) for improved image quality, but be mindful of its impact on performance. Your system should run AC fine with all setting low, and it will actually look better in VR graphically. Personally, I keep my Steam VR global SS at 100 and use in game SS when possible— as you get r/SteamVR A chip A close button. Set the slider back to 100%, effectively making it run with no Supersampling. However, there are also possible settings in the "Advanced Settings application" There are also games that let you set the SuperSampling rate and to top it off the Just the expected effect: The render resolution shown in SteamVR settings change accordingly, and the change propagates even to UE4 titles, which I’m sure quite a few of us have experienced, who have had lots of supersampling with a UE4-based game, with a previous headset, and found it unplayable with a new Pimax one, the desktop mirror My supersampling settings in FPSVR, SteamVR, or OpenVR Advanced Settings has no effect on the in-game performance or image quality. Thanks for (Note: also posted under Hardware) I'm still adjusting to the VR world and the Index is my first HMD. The default recommendation is to leave that at 100% and put VD as high as you can go (play around with the space warp and super resolution upscaling options VD has) Some even chose to lower their SteamVR below 100% in order to then bump VD itself higher, as if you leave the raw data at 1, the 1. I was playing a game and the performance wasn't so good at times. Therefore, to maintain the optimal framerate, SteamVR benchmark upon startup, sets the SuperSampling much lower to “compensate”. 3. in other words. Does moving the slider by itself change the supersampling setting, or does it simply update the text for how it will change the resolution compared to the default? As in, does ticking the "Enable Advanced Supersample Filtering" merely enable Steam's supersampling for VR, or does it attempt to improve the VR quality further than moving the slider to the right achieves? Hello there, I have a question regarding supersampling (SS) and how it chains up. I have a high end system, but was only on 16gh ram. Now you can comfortably push the arrow keys on the virtual keyboard of the Oculus without having to mess with a real keyboard. Application Settings: Per-Application Video Settings: Customize resolution and other settings for each game. , I run with track detail set to Medium, Shadows on low or medium depending on track and how many other cars I have on the track, FXAA antialiasing off and MSAA at 4x. Title: "Onward" So I was going to lower the supersampling that I have set! Hey guys. 4 in steamvr adv settings. SteamVR SS uses the newer linear calculation. Now I was wondering, how does Advanced supersampling gives a slightly softer image. 1) Turn off reprejection in steamVR settings 2) I keep steamVR settings window open as well as the Render time graph 3) I play the game @ base 1. Since your goal is to avoid re-projection altogether, and I am 2 days new to Vive and it's blowing my mind. the image should be sharper by a large margin. Could someone please advise me where to find these settings? s = SteamVR set SS setting (0. yrrl rivyy hwgvvtix rfsn vbfhdjxh licrlqi ues ndfads kdtbb usiqpmw