Fantastic video! As I've mentioned to you before, there are not nearly enough VR enthusiasts that take the time and effort to release detailed information for others using VR. Most people don't realize exactly how much time/effort goes into a video like this so I want to thank you, as always. I'll share this with my live stream and Twitter. Thanks again!
Thank you for doing so much work on this! I agree with your takeaways and find they are clearly explained and presented, so I can generally know what types of anti-aliasing to try when finding that balance between clarity and FPS.
Thanks! I'm glad it was helpful. Tuning VR for a nice balance of performance and visuals can be difficult, especially if you don't have a 4090 to brute force past some of the problems.
@@tvoyldyadya I'd generally recommend the 4080. Pretty sure it's a bump above the 7900XT, the XTX is the one that's close in rasterization, and Nvidia in general seems better optimized for VR in a few ways, but AMD's not bad but I would generally go nvidia if there's not a huge price gap. Plus, Nvidia has access to Foveated Rendering which AMD can't really do outside a very small number of titles. It's not universal and generally isn't a game changer, but you can squeeze out around another 15-25% performance a decent chunk of the time. Sometimes a lot more rarely. And that matters in VR. I got two videos looking at foveated rendering on my channel if you wanna see more.
A bit older video, but VERY good work. I'm looking forward to messing with TAA on my Crystal when it arrives. I sometimes even take NO AA just for performance, as I mostly don't mind aliasing. But TAA on my Valve Index looks like a super short sight simulator 💀
After about an hour inside my Crystal I was shocked how games like Kayak VR and CyubeVR looked like everything was out of focus and then I realized, coming from my Reverb G2, anti-aliasing with such high ppd definitely does more harm than good.
I can only test what the game itself supports, I can't add AA methods the game itself doesn't have, the nvidia control panel options to force types of AA don't work in VR, from my memory. Skyrim only supports TAA. Believe it is possible to use FXAA via reshade as it's post-processing though.
@@Omniwhatever Ah ok, fair enough! Have you tried the crystal with skyrim yet? If so, does it run ok with mods with the 4090 and does it look amaaaaazing??
@justaguydoinstuff I haven't yet as I'm not into Skyrim much. It's a popular request though, so at some point I'll probably do a video on it when I have time to install the 6 million mods with Wabbajack.
MFAA can be real useful and actually forgot it works in VR since most of the Nvidia control panel options don't do much in VR vs flatscreen, thanks for the reminder it sometimes does provide an actually pretty nice boost. That's good to remember. Though, MFAA disables the Driver Command List feature of DX11 which enables multicore rendering in games so if you are CPU bound(Which is rare at VR resolutions, outside a few things like sims or VRChat, but it does still happen) turn it off.
I wanted to make the SURV1V3 section a little brief since the general trend was more or the same by now and video was getting to about 20 minutes, but I thought it interesting as a game which had ALL forms of AA and still worth checking for that. It was basically the same story as Medal of Honor(And Into the Radius) in it being largely the same as the non-TAA on general sharpness, so I thought it wasn't that relevant when trying to save on time, but yeah I suppose I probably could've included at least a brief shot of it if even for just a few seconds. Sorry about that.
@@Omniwhatever I would have been cool because i think the most interesting part of the video is that you can get MSAA x4 clarity using TAA with sharpening tool for half the performance cost, so I really missed seeing that more, i hope you could make some sort of tutorial about how to set the sharpening tool correctly for this for all us waiting for our Crystal if possible. In any case, it's an amazing vid that sure took a ton of work, so big thanks for this, can't wait for more vids!
So this was at the native 5000 pixels vertical? I see several crystal testers are dropping this down to about 4000 or 3500 and having much better performance. I wonder what impact dropping to 4000 vertical pixels would have, maybe make x4 playable and x2 and TAA max out fps
The resolution is listed both in the description and in the video at the test configuration segment, so yes. Personally, I think you'd be better served with just a slight resolution drop and rolling with x2 because x4 is really, really expensive, dropping resolution does more than just effect shimmer if you go down a big degree. 70% res on the Crystal is around the level of the 8KX on resolution and I did two videos benchmarking that, though not specifically for AA, if you're curious about the performance impact. Should give a general idea of what to expect there since I ran at high to ultra on most games, which included AA.
We're already at like 4.3k x 5.1k per eye. Just simply supersampling the display is going to be well, well into diminishing returns for removing aliasing and performance. Even bumping things up by +20-30% kills frames to nearly unplayable levels and you really don't get much out of it. I don't think there's really a point to using supersampling vs just anti-aliasing when the base clarity and pixel density is already so high.
@@Omniwhatever Well it might be worth actually doing the test to demonstrate to people why they don't want to over sample and just use AA. I don't know, you might find something interesting, like performance scaling. Like what if you increase render resolution by 10% then apply TAA?
@@kingoftanks1682 I would assume most people already have a base understanding of resolution goes up=performance goes down and this was already 20 minutes long, I can't demonstrate every possible combination of things. Somebody might ask why I didn't run at 120% or do something like compare no AA at 100% to below 100% but with AA on performance. The general purpose of this is to try and give a general idea of how things function. I did check a few more games and tests but either nothing really changed or it was just more of the same that'd already been demonstrated.
You don't really need a high res headset for TAA to look good. On lower res headsets TAA + very high supersampling is the best option. Unless there's DLAA, but that's still very rare sadly.
DLSS support in VR is very, very rare. There ARE games which support it but they are far and few in number. So I won't be doing a comparison like that since there's just not enough varied and relevant games to warrant it. Particularly non sim titles.
@@Omniwhatever yes, is not a normal solution but it still present and in future (VR injector for example can be a standard) Just for test you can see the dlss in non sim game in into the radius or no man sky. Is just for know how good is the result on crystal. For example on pico4 or g2 is not bad and blurry.. on quest 2 for me is unusable
Fantastic video!
As I've mentioned to you before, there are not nearly enough VR enthusiasts that take the time and effort to release detailed information for others using VR. Most people don't realize exactly how much time/effort goes into a video like this so I want to thank you, as always. I'll share this with my live stream and Twitter. Thanks again!
Thank you for doing so much work on this! I agree with your takeaways and find they are clearly explained and presented, so I can generally know what types of anti-aliasing to try when finding that balance between clarity and FPS.
Thanks! I'm glad it was helpful. Tuning VR for a nice balance of performance and visuals can be difficult, especially if you don't have a 4090 to brute force past some of the problems.
Hi, friend! Which is better for PCVR, RTX4080 or RX 7900XT. Or are AMD cards not particularly suitable for VR?@@Omniwhatever
@@tvoyldyadya I'd generally recommend the 4080. Pretty sure it's a bump above the 7900XT, the XTX is the one that's close in rasterization, and Nvidia in general seems better optimized for VR in a few ways, but AMD's not bad but I would generally go nvidia if there's not a huge price gap. Plus, Nvidia has access to Foveated Rendering which AMD can't really do outside a very small number of titles. It's not universal and generally isn't a game changer, but you can squeeze out around another 15-25% performance a decent chunk of the time. Sometimes a lot more rarely. And that matters in VR. I got two videos looking at foveated rendering on my channel if you wanna see more.
Very informative buddy! I'm glad you have the patience to sit around and test this stuff :)
Brilliant video, everyone with a high PPD headset should watch this. Will be a regular one that I share. Great work!!
A bit older video, but VERY good work. I'm looking forward to messing with TAA on my Crystal when it arrives.
I sometimes even take NO AA just for performance, as I mostly don't mind aliasing. But TAA on my Valve Index looks like a super short sight simulator 💀
Good video and very clear breakdowns.
Looking forward to more Crystal videos. Thank you!
Yup, AA is a KILLER in vr. Same issue when playing DCS.
very interesting, thanks for sharing your observations 👍
Great vid, learned a lot. Thanks
After about an hour inside my Crystal I was shocked how games like Kayak VR and CyubeVR looked like everything was out of focus and then I realized, coming from my Reverb G2, anti-aliasing with such high ppd definitely does more harm than good.
useful video btw, well done
Interesting. I will try msaax2 instead of x4 today in asetto.
Great vid! I do wish you would've tested modded SkyrimVR with this...Really curious how it would respond to different AA.
I can only test what the game itself supports, I can't add AA methods the game itself doesn't have, the nvidia control panel options to force types of AA don't work in VR, from my memory. Skyrim only supports TAA. Believe it is possible to use FXAA via reshade as it's post-processing though.
@@Omniwhatever Ah ok, fair enough! Have you tried the crystal with skyrim yet? If so, does it run ok with mods with the 4090 and does it look amaaaaazing??
@justaguydoinstuff I haven't yet as I'm not into Skyrim much. It's a popular request though, so at some point I'll probably do a video on it when I have time to install the 6 million mods with Wabbajack.
MSAA x2 + MFAA (via control panel, need to hit native framerate always) are my goto usually. MFAA can give a small boost to MSAA with no cost.
MFAA can be real useful and actually forgot it works in VR since most of the Nvidia control panel options don't do much in VR vs flatscreen, thanks for the reminder it sometimes does provide an actually pretty nice boost. That's good to remember.
Though, MFAA disables the Driver Command List feature of DX11 which enables multicore rendering in games so if you are CPU bound(Which is rare at VR resolutions, outside a few things like sims or VRChat, but it does still happen) turn it off.
Amazing video, i wonder why you didn't try TAA sharpening in the S1RVIV3 video?
I wanted to make the SURV1V3 section a little brief since the general trend was more or the same by now and video was getting to about 20 minutes, but I thought it interesting as a game which had ALL forms of AA and still worth checking for that. It was basically the same story as Medal of Honor(And Into the Radius) in it being largely the same as the non-TAA on general sharpness, so I thought it wasn't that relevant when trying to save on time, but yeah I suppose I probably could've included at least a brief shot of it if even for just a few seconds. Sorry about that.
@@Omniwhatever I would have been cool because i think the most interesting part of the video is that you can get MSAA x4 clarity using TAA with sharpening tool for half the performance cost, so I really missed seeing that more, i hope you could make some sort of tutorial about how to set the sharpening tool correctly for this for all us waiting for our Crystal if possible. In any case, it's an amazing vid that sure took a ton of work, so big thanks for this, can't wait for more vids!
I have 8kx, and for me it is almost always no AA + higher FSR/DLSS supersampling. I have some shimmer on edges, but no blurry picture.
So this was at the native 5000 pixels vertical? I see several crystal testers are dropping this down to about 4000 or 3500 and having much better performance. I wonder what impact dropping to 4000 vertical pixels would have, maybe make x4 playable and x2 and TAA max out fps
The resolution is listed both in the description and in the video at the test configuration segment, so yes. Personally, I think you'd be better served with just a slight resolution drop and rolling with x2 because x4 is really, really expensive, dropping resolution does more than just effect shimmer if you go down a big degree. 70% res on the Crystal is around the level of the 8KX on resolution and I did two videos benchmarking that, though not specifically for AA, if you're curious about the performance impact. Should give a general idea of what to expect there since I ran at high to ultra on most games, which included AA.
Should have tested higher render resolution in steamvr to compare to. You know performance and visuals
We're already at like 4.3k x 5.1k per eye. Just simply supersampling the display is going to be well, well into diminishing returns for removing aliasing and performance. Even bumping things up by +20-30% kills frames to nearly unplayable levels and you really don't get much out of it. I don't think there's really a point to using supersampling vs just anti-aliasing when the base clarity and pixel density is already so high.
@@Omniwhatever Well it might be worth actually doing the test to demonstrate to people why they don't want to over sample and just use AA. I don't know, you might find something interesting, like performance scaling. Like what if you increase render resolution by 10% then apply TAA?
@@kingoftanks1682 I would assume most people already have a base understanding of resolution goes up=performance goes down and this was already 20 minutes long, I can't demonstrate every possible combination of things. Somebody might ask why I didn't run at 120% or do something like compare no AA at 100% to below 100% but with AA on performance. The general purpose of this is to try and give a general idea of how things function. I did check a few more games and tests but either nothing really changed or it was just more of the same that'd already been demonstrated.
You don't really need a high res headset for TAA to look good. On lower res headsets TAA + very high supersampling is the best option. Unless there's DLAA, but that's still very rare sadly.
i only know msfs with TAA.. and next vidfeo compare to DLSS, yes, is an upscaling but work instead of AA
DLSS support in VR is very, very rare. There ARE games which support it but they are far and few in number. So I won't be doing a comparison like that since there's just not enough varied and relevant games to warrant it. Particularly non sim titles.
@@Omniwhatever yes, is not a normal solution but it still present and in future (VR injector for example can be a standard) Just for test you can see the dlss in non sim game in into the radius or no man sky. Is just for know how good is the result on crystal. For example on pico4 or g2 is not bad and blurry.. on quest 2 for me is unusable
这头戴设备还是那么巨大
Meow