Why 100% SteamVR resolution does not match the native resolution of your VR headset
HTML-код
- Опубликовано: 28 авг 2024
- In this video I explain the reason why 100% SteamVR resolution scaling does not match the native resolution of your headset. The principles outlined here can also be applied to almost any other VR headset and its supporting software.
$20 off Pimax Crystal use coupon code 'robot' at checkout:
pimax.com/?ref... (Affiliate)
***** PC SPECS (+ AFFILIATE LINKS ON AMAZON) ****
MY PC:
Gigabyte RTX 3080 Graphics Card (no current link)
Ryzen 5 5600X CPU (amzn.to/3qZ0t6Q)
32Gb DDR 4 3600MHz RAM (amzn.to/2ZVcleh)
1TB Sabrant Rocket M.2 SSD (amzn.to/3b1e08B)
ASUS Prime B550M-A Motherboard (amzn.to/3sUm5C0)
Deep Cool Neptwin V2 CPU Cooler (amzn.to/3c7Bzf3)
VR HEADSETS:
Valve Index (amzn.to/3sxdyou)
Oculus Quest 2 (amzn.to/3uESqyv)
VR HEADSET WALL MOUNTS ON MY ETSY STORE:
Quest 2 wall mount (version 1): www.etsy.com/u...
Quest 2 wall mount (version 2): www.etsy.com/u...
Valve Index/HTC Vive wall mount: www.etsy.com/u...
OTHER EQUIPMENT I USE:
TP-Link Archer AX1800 WiFi 6 Router (amzn.to/3u9Ahbb)
Thrustmaster T.Flight Hotas One (amzn.to/3swRpX9)
Thrustmaster T150 Force Feedback Racing Wheel (amzn.to/2Ocj8ht)
Blue Yeti Microphone (amzn.to/3aYZ0rL)
Logitech C920 Webcam (amzn.to/37Qgxk0)
************** SUPPORT IMMERSED ROBOT ************
PURCHASE MY VIRTUAL REALITY SCIENCE-FICTION NOVEL, 'THE MEMORY ENGINE':
Kindle/paperback (UK): amzn.to/3depUvI
Kindle/paperback (US): tiny.cc/ob7ksz
Audible (UK): tinyurl.com/y2...
Audible (US): tinyurl.com/7b...
IMMERSED ROBOT ON PATREON: / immersedrobot
IMMERSED ROBOT MERCH:
teespring.com/...
I MAKE REGULAR APPEARANCES ON 'THE NEXT DIMENSION PODCAST':
Available on MRTV's channel: / mixedrealitytv
********************* SOCIAL LINKS ********************
TWITTER:
@ImmersedRobot ( / immersedrobot )
THE IMMERSED ROBOT DISCORD COMMUNITY:
/ discord
MY AUTHOR WEBSITE:
www.garywalkde...
#VR #BarrelDistortion #Resolution Игры
After using it, I'm pretty sure the PSVR2 uses a default resolution scaling of 1.7 in SteamVR to correct for barrel distortion rather than the standard 1.4 (this is an old video where things have changed now). This means that 100% SteamVR resolution scaling when using a PSVR2 effectively means it's rendering at 170% rather than the standard 140%.
I am seeing people recommend setting it to 68% to get the 1.4 scaling properly matched on PS VR2. Is this correct?
@@BartCunningham it’s difficult to know for certain what the PS SteamVR app is doing behind the scenes, but I would assume that the distortion algorithm they are using requires 1.7x supersampling in order to bring it back to native resolution. That’s the only explanation why 100% shows as 3400x3400 per eye.
But I can’t be certain of that, and regardless, that is a very demanding resolution for most PCs.
@@ImmersedRobot Thanks for the response. I will probably leave it set at 100% but may turn off motion smoothing. Alyx seems to be doing okay with it so far. I am running a MSI Katana I9/RTX 4070/64GB laptop.
Motion smoothing off was a worse experience. Obvious low frame rate with it off. Much better with it on.
@@ImmersedRobot So does the HMD manufacturer provide steam with the intended values? How does steam know what 100% should be for each headset?
Although this vid is 3 years old, going into PCVR just the other day with the now available PSVR2 for PC, i always wondered why 100% was around 4k*4k pixels while the psvr2 only has 2000*2040. this explains it.
Best explanation I've seen yet. Steam could have saved everyone the headache of this confusion by calling it what it is. That is 140% with the notch there and a little popup note when you hover over the notch that says "140% upscaling of the native resolution of you headset is required to counteract barrel distortion of the lenses"... But noo for developers that would have been too logical, they prefer make things as vague as possible because subconsciously they dispise end users.;)
I'm constantly baffled by the way SteamVR manages to be both an impressive feat of software engineering and an infuriating mess at the same time
if my steamvr said that i would have no idea what the fuck it means and i don't think im the only one
But then people would need to know what barrel distortion means (also it's pincushion by the lenses and the rendered image is barrel to make it correct).
@@GaaraSama1983it’s just to give everyone a measurable baseline. You don’t need to understand it
So leave it like it is or move it right to the line?
Good explanation, and it also makes the case for why foveated rendering should be able to improve graphical performance: your GPU is spending a bunch of time rendering pixels around the edge of the screen that are getting squashed and blurred together in SteamVR anyways, just for them to end up in your peripheral vision where fine details are less noticeable.
This topic interests me because with some headsets that have less reported distortion around the edges (say, due to using pancake lenses or whatever), some reviewers say they have more freedom to look around with their eyes rather than move their heads. This sounds more natural to me, but it would seem to negate the need for foveated rendering, wouldn't it? Or, if not, would it not just mean that the foveation calculations have to be redone for every Hz because the centre point of detail will be movable depending on where you are looking? Also not sure how this relates to eye tracking. As you can tell, I haven't yet ever owned a VR headset - please explain to me anything I am misunderstanding 😀
@@enterthebiscuit Normal foveated rendering usually has the sharp spot right dead in the center, which is usually fine with fresnel lenses since that's where the sweet spot is anyway. With pancake lenses and aspherical lenses, however, you have a much larger sweet spot, and you can look with your eyes instead of moving your entire head, so having dynamic foveated rendering makes a lot more sense in this case, to only render the spot you're looking at with high resolution, and that's where eye tracking comes in, as that's how the headset can track where you're looking at. DFR usually offers 10-20% more performance, which is nothing to really scoff at.
@@khaledassaf6356 nice one! Thanks very much for that. Got it.
@@enterthebiscuit My pleasure :)
So leave it like it is or move it right to the line?
Actually legitimately the best unintentional explanation as to how VR headset displays function. Knowing that the barrel distortion requires the image to be stretched beyond the actual render resolution explains why we can't always just render at the resolution the VR headset can ACTUALLY show. Super helpful! :)
This video led me to a solution to finally solve major optical distortion I was getting in various steam games (Pavlov VR in particular). After realizing how much the overlap occurred between the eyes on larger scaling sizes, by reducing it 50% in the game settings, it solved a huge double vision issue I was having when looking down the sights. Thank you for taking the time to make this!
It’s normal to have double vision when aiming with both eyes open
That's normal just like in real life, you can close one eye or learn to shoot with double vision.
@@rafox66 The issue was particularly when I wasnt aiming and just looking at some objects within certain distances would also distort for me. However, in retrospect, I also realized a lot of this was fatigue related lol.
@@Krazygamr this sounds more like an IPD issue to me.
Ensure your headset is set to as close to the correct IPD as possible, being off can make distortion in some angles worse
Finally someone make explanation video and it is even easy to process for casual vr user, gonna use this alot on VR reddit. 👾
Thank you. Appreciate that!
How did I miss this video! Excellent explanation Gary nice one!
So leave it like it is or move it right to the line? 100% or 140%
THANK YOU! This is, by a huge, gigantosaurus margin, the best explanation I have ever seen. This video needs to be seen by everyone with an HDM. Well done Sir. Take a medal, cake and some pints🏅🍰🍺🍺🍺
Thank you! I really appreciate the kind words!
Pretty straight forward and point made. Thanks for this short video summing up all necessary information to understand the values used by SteamVR for resolution scaling.
So leave it like it is or move it right to the line? 100% or 140%
nice video, yet another reason VR is so demanding on hardware requirement
My man you just solved the blurry problem I have been having the past year none of my quest friends could ever help me with thank you
I would consider myself very knowledgeable about VR but this video filled me in on how it works.
So leave it like it is or move it right to the line? 100% or 140%
@@WorldHayes-VR Leave it as is.
I loved this explanation. I knew the distortion effect and it decreasing the resolution, but I was looking for an exact number to go off of when Im working on my projects. This helped. Thanks
Thanks for clearing that up.
I just need a better VC than the 3090 so I can run my G2 at 140%. Can't wait until next gen VC's are released.
Man I just want a 3070 for less than a thousand dollars lmao
@@shawn4116 Me to!
Damn - a 3090 - is he NOT ENTERTAINED, lol.
So this explains why running pixel-perfect resolution on my headset makes stuff look blurrier. Thanks!
Good vid, not often you see this explained.
I wonder why the correction of the Barrel distortion can't just be corrected in the game engine? They current solution of rendering at 1.4x X/Y leads to 96% higher resolution, basically cutting the GPU performance in half...
Great Job Gary! Glad to see you cross 1k subs.
My observations with an 8KX (perhaps would be the same for your G2) is that the higher resolution panels seem to be able to get by with less supersampling required for the distortion correction, this could just merely be the higher resolution itself, but I find that I'm able to run at 70% SS on an 8KX and still be sharp whereas 70% on an old CV1 or Index would be far more noticeable. Might be worth looking into for finding performance on something like MSFS. I believe there is a point where this breaksdown and the higher density of these new HMDs might be sniffing around that point.
Thanks, Steve. Yes, I agree that in certain games I’m easily able to drop SS on the G2 and notice the impact far less. I think that after a certain point there are diminishing returns with resolution (not that we’re there yet), and that probably translates to it also being less noticeable when you undersample slightly on a very high-res panel.
Great explanation and to the point. I only had a hunch of why the resolution was higher, but this explains everything really well.... Looking at the Reverb G2 you can really tell why having a rendering resolution of 2160x2160 results in 3024x3024 = 9 144 576px per eye (in comparison to 1080p it's basically 4,5x higher resolution, per eye) and then you need to render the scene twice (with all the geometry) No wonder VR is demanding. :)
HP reverb he user here, I'm returning this bullshit for an index lmao. It is so beautiful, has great color, incredible resolution, blah blah blah, but I spent so much time troubleshooting, this thing barely fucking works, the controller tracking is fucked, it's just straight up slower than my quest two, my old cv1, and rift s, sometimes the controllers are just 2 inches to the right or left of where they are, which I can tell because when I click the home button I can see them in their actual place where they're supposed to be but then I unclick it and there they are two inches to the left or right away from where they should be. You need two batteries per controller which is just fucking weird, the resolution is so fucking high that every single time that you go into the steamvr settings when you are doing anything more than just looking at a wall in a game, steamvr or your game will crash, and it's not like Oculus where you can just press the home button and then relaunch the app, you have to take off the headset, and reset all of the software, then wait a few minutes for the controllers to stop spazzing the fuck out and then you can go back into your game. Also the boundary system you just straight up can't set up, therefore making it so that you have three modes of freedom instead of six, meaning when you move forward, the menu moves forward, as well as in the game, it only tracks your head and hands, not your body moving around. I wish I could just take the display, like the screen of the HP and just put it in the index lmao I also had to buy a new cable, and a powered USB hub as well as a new face gasket because the stock one is so thick that the field of view straight up feels like you make binoculars out of your hands, you basically end up spending as much on the index anyway lol
@@larine4459 i feel for you mate. I have none of the problems you mention. could it be that you have recieved a defective unit? My tracking is on point, the software works, crashes aren't common for me. (although they exist. And when they do happen I am usually just thrown out to wmr portal and I can relaunch from there without taking the headset off). Controllers and tracking are the downside to the headset, but your experience is not what it should be. for me it works the tracking works great, unless it's outside of the headsets view.
@@PixelShade yeah he definitely has a broken one, mine is so much better than my index aside from the slightly smaller fov and controllers without finger tracking
@@larine4459 You haven't got a devective unit,these are common problems withthe G2 and also the WMR software.
Sounds like your PC is stuggling with running the G2 at 100%.
100% in Steam VR is not viable for most games even with a high end GPU.
You could also be encountering USB issues as the G2 is notorious for it's difficuly with USB ports(particularly on AMD m/boards).
You're right about the controllers,they are utter junk and the fact they the 2 batteries in each controllers only last 'hours' compared to Touch controllers singles batters lasting 'months' is just embarassing.
So glad to have this out of the way, but now can you also explain me why the snaping % is at 106% ?? :'D
I swear, they are doing it on purpuse to kill us with a headache lol
Awesome video btw! ^^
The explications in this video are clearer that the central image in my reverb G2.
Oh, that makes a lot of sense, thank you for this, i saw a guide that said to lower the percentage to thst of exactly your headset resolution (in my case i lowered mine in steamvr to 1440x1440 to match my Lenovo explorer) but it always looked a little off frkm what i expected tho this was my first vr headset, gonna set it back to 100% tomorrow and see how it all looks.
I’ve never seen it explained so clearly and in simple words. Loved it.
Wow. What a great video. I've been wondering about that but never went looking for an answer.
And I thought, I messed with my settings unintentionally or something.
Great explanation! 👍
Very usual actually! Thank you for the clearcut explanation
What a great explanation, fucking great job!
Thank you very much for this very good explanation. By the way, which game/software (robots) are you using for this showcase?
The software with the robot is from ‘The Lab’ by Valve. In a part of this video, I actually use a clip from a presentation to demonstrate barrel distortion by Valve.
Thanks! I had always been wondering why this is!
Great explanation, thank you ^-^!
Finally a coherent explanation. Thank you
So leave it like it is or move it right to the line? 100% or 140%
yet an other reason why we need to figure out how to have stereographic rasterizers (as in the projection method)
Yes - thank you. I cringe when VR YouTubies flippantly recommend people to decrease the steam VR resolution slider to “native”.
Ooooohhhh so that's why the screen on my Quest 2 was always blurry, when I got my Quest 2 I set up SteamVR at the closest real resolution, now I put it at 100% and boom, it was amazing. Ofc my FPS dropped like hell but, maybe if I reduce the monitor resolution or the game resolution that streams to the monitor, maybe that gives me sum more FPS, I'll test that out when I have opportunity
I've read that you don't need any (or only minor) distortion correction with pancake lens solutions. If that's true then I can't wait for pancake PCVR headsets cause this would mean better clarity and also lower performance requirements.
Interesting if that’s true. I wasn’t aware pancake lenses would have that kind of benefit. In fact I was under the impression they would bend the light even more, and would therefore require at least equivalent distortion correction. I could be wrong, so if you have a link where I could read further then I’d appreciate it! 👍
Brilliantly explained! Thank you very much!
So many people dont get this and move the slider to match their headsets resolution.
Reverb G2 is a prime example as it's quite shocking to see how many pixels you are pushing to get the true 100%(actually almost no games will run at the headsets required framerate 90fps/90hz at this res even with a RTX 3090) and thus you have many users thinking they are 'maxing out' therir headset at 50% SS 🤦♂️
So if someone can come up with an algorithm that doesn't require correction, so the GPU only needs to render 100% pixels, VR would gain a huge performance or quality boost!
thankz fur making me learn something new today
Thanks so much this was a great explanation
Why does 100% SteamVR resolution match my Vive Cosmos native resolution so closely? It's giving me 1424x1684 at 100%. The native res is 1440x1700 per eye on the Cosmos.
I’m unfamiliar with using the Cosmos but my understanding is it uses Vive software. If this is the case then it’s possible the Vive software is under sampling the resolution (below the standard 1.4) before sending it to SteamVR. SteamVR then reports whatever resolution the Vive software is sending as the default 100%.
This is also how Oculus software does it. If you supersample or undersample in the Oculus desktop software, then SteamVR will report whatever that value is as 100% resolution scaling.
I’d first check your rendering resolution in the Vive software and compare the values.
Very interesting!
Here is a question why is my 100% not matching my native resolution at all.. as in its not the right numbers. one of them is, but the other will not...
I have a HP Reverb and it is 2160sq per eye but Steam VR just wont set it to 2160x2160 have to either go 100 or 96 and pick or choose which isnt that its scaled like you refer to its just wrong? and I cant find nothing on this or if its even wrong or intended.
Any ideas?
This is exactly what I was looking for, thank you! I have recently been looking at the Pico 4 which I undertsand has Pancake lenses rather than Fresnel lenses. Does this fundamentally change the correction algorithm or does it simply change the multiplier? I ask because I want to understand how much more to spend on my next GPU (if at all), and I want to avoid finding I've bought a VR headset that is more demanding than whatever card I buy next. That's why I like this video so much; it explains some important fundamentals. By comparison I was looking at the Pimax 8kx last year and assuming I'd need a 3090Ti to drive it at all, but I suppose that's not necessarily true. I still struggle to understand the relationship between in-game render resolution (eg 4k vs 1080p) and the VR resolution settings. Can you help explain this?
With regards to pancake lenses, I've been told that the correction for barrel distortion is actually much lower, although I haven't confirmed this myself yet. Some people even claim that there is no barrel distortion correction when using pancake lenses (which I find hard to believe but could very well be true).
When using a VR headset, you can disregard anything reported by in-game menus with regards to resolution unless it is actually addressing the VR render resolution (in-game resolution scaling). If you are playing a port or a mod of a flat game in VR, then the in-game render resolution shown in the menu (4k or 1080p) usually won't have any bearing on the output to the VR headset as this is usually controlled by the VR compositor software (SteamVR, Oculus, WMR etc).
Very good. Thank you.
What's that game with the spinny thing in a lab? It looks great.
I believe it's called 'Robot Repair' and is a specific section in Valve's free VR title, 'The Lab'. Definitely worth checking out!
@@ImmersedRobot thanks man. It looks great
The index is great. But the resolution has to be 8k per eye, 16x up from the current Full HD. The GPUs have to be totally 32x faster then the current 4090 GPU to render at 144hz. Right 10 years need to pass for 10x improvement. So 3 decades from now we can enjoy current generation quality in VR.
thank you m8!!
I would also like to thank you for your explanation, as I was curious about those resolution numbers.
What I would like to know is what I should do when I use SteamVR in conjunction with Oculus Link, as both have resolution scaling sliders? Assetto Corsa Content Manager also has it's own "Oculus: Pixels per display" slider in Video Settings. As it is a Steam game, that means there are three resolution scaling sliders, I am confused.
If someone wants to answer me here, thank you. If not can someone point me to an appropriate forum where I can ask this question.
I believe that whatever you set the pixels per display slider at in the Oculus software becomes what SteamVR will recognise as 100%. So, if you set it at 1.5 for example, then whatever that resolution comes out at will be what SteamVR reports as 100%.
Resolution scaling effects in-game vary from game to game I believe. Some games will add to the SteamVR resolution scaling, while others will simply override it. I could definitely be wrong on this as I'm not entirely certain, so if someone would like to confirm or correct this then that would be appreciated.
@@ImmersedRobot Thanks, I must check next time I am on by comparing the values I have set in the Oculus App and what SteamVR says is 100%.
@@ImmersedRobot that could be why when i set occulus at 500% and scale rendering at 2x in Blade and Sorcery it kinda shat itself.
@@auPythonset steam vr res at 2074 then oculus full at 80hz and u will get crystal clear picture
Great video and great channel, earned a sub.
Thank you! Really appreciate it.
So if I have an index do I leave it at the little tick mark or bring it down? I'm confused. I apparently didn't learn anything from this video.
If you mean the line on the sliding resolution scale, then that is something different. That indicates the SteamVR recommended resolution for your system. This might be higher than 100% if you have a powerful GPU.
That's all nice, but my 5700 XT is barely able to run the native 2160p of the Reverb G2 at 90 Hz on low rendering settings, so i cannot even think of supersampling.
It’s not super sampling you’re just undersampling
@@jeff-hd9og No, if you use the Steam's default 100%, it produces more pixels than the headset physically has, and then applies geometrical transformation to display them correctly in the headset. So it's a kind of supersampling, with the only difference that the produced image isn't just simply downscaled, it's also geometrically transformed. But the GPU still needs to produce more pixels.
@@Youda00008 yeah but it’s not displayed at full resolution on “native res” in steam
What should I set my resolution per eye to on steam for valve index?
100, unless you have a GPU powerful enough to increase it with no hit on framerate.
this explains so damn much. that you
Great video! But what happens with pancake lenses like metaquest 3?
I’m not entirely sure, but from what I’ve read it seems that Pancake lenses require reduced barrel distortion correction - possibly no correction at all, but I can’t confirm that.
And it's totally wrong answer to the question. On my system (1060 6gb) 100% resolution is LOWER than native Quest resolution. It literally says that it is "based on your PC specs" and not on a headset resolution. And setting it 130-140% higher makes better picture but unplayable in heavier games
It says "Recommended" settings are based on your PC specs - that is the refresh rate and 'automatic' resolution setting combination. If you override this setting then it will feed SteamVR that resolution to use as 100%, - whatever it is. This has nothing to do with the barrel distortion correction part which I'm focusing on in this video. The Oculus Desktop app has changed the way it reports '1.0' resolution scaling over time, and further complicates the issue beyond simple barrel distortion correction.
This video is almost 2 years old at this point, and supporting Oculus software (among others) have chaged this process. Further to this, the advent of pancake lenses being used in headsets such as the Quest Pro remove the need for this same type of barrel distortion correction at all (which is probably why the Oculus desktop app reports things in a different way now, in order to support that headset).
At the time of its making, this video was not the 'totally wrong answer', but this is a fast moving industry where things change.
@@ImmersedRobot Yeah, barrel distortion explainer is quite useful by itself and well done, it's just Steam as well as Oculus shows 100% as 1800ish for me on Quest 2. Your explanation is useful to understand why bigger than "native" resolution makes for better picture inside a headset, it's just that one part didn't age well, I suppose. Overall it's a good and useful video, maybe remake it without referencing "100%" part (if you need an idea for content that is).
Really pleasantly surprised to have that long answer to my comment on 2year old video, good luck!
Is this still true for the new pancake lens like on the Arpara or the aspherical lens on the Aero?
There is still barrel distortion correction on aspheric lenses although the ratios may vary for the resolution correction. Pancake lenses bend light to an even greater degree than standard fresnel or aspheric lenses so again, I believe there will be some correction required regarding this although I’m not aware of the specifics.
Can you lower Resolution and use upscsling of graphicscard? How top Set this Up?
I remember this video. What happened to all the other parts and the nerd at the podium?
I cut it for brevity.
please do a rift cv1 next, im experiencing a blurry issue
Oculus Debug Tool or Oculus Tray Tools will allow you to super sample to increase image sharpness - at the cost of performance.
I have the same pc you have but whatever I do it is blurry
But why not render a barrel-distorted pixel-array in 1st place ? Why is the required distortion applied after a rectangular image was rendered ? That oversizeed image consumes twice as much pixels before the distortion is done and because of the round lenses the content in the corners is never seen anyway. Thats a lot of wasted GPU-power.
Also i could imagine that the displays in the goggles themselves could be build with a barrel-formed shape and variable pixel-density for not only counteracting the lens-distortion, but also allowing to build a less bulky goggle.
I think the answer for your first question is that the barrel distortion effect needed for a proper image is not the same with all VR headsets. Different headsets need to have a different final output and because of that, its simply more logical to render a flat image first and then have it be distorted. Otherwise, developers will have to manually program distortion presets within the game for every VR headset on the market which needless to say, makes no sense for them. And the amount of wasted pixels in the edges arent big enough to make a significant difference in the end anyways.
And for your second one, the idea of a display formed to fit to the lenses’ curvature is actually already in the works but has not been done yet due to the high cost. That being said, the technology does exist and with bendable displays slowly getting into the mainstream, I can easily a headset with this technology happen within 3 or 4 years.
Also, the idea for a variable resolution display is also something already experimented with. In fact, a VR headset with this technology already exists. However the benefits of this sort of design is rather impractical. Its expensive and very difficult to implement which was why the only headset that has it costs thousands of dollars. Why bother making a variable resolution display if its hardly going to be any cheaper than a conventional one? Thats not even talking about the complexities involved in designing such a device in regards software, at that point, software based foveated rendering is far more logical. And with eye tracking assisted foveated rendering, the software will be able to change the spots where the render resolution is the highest based on the movement of your eye. If its done though hardware like you recommended, that would be impossible.
@@SilverKing3578 i had not expected that it is such an effort in making curved displays when something like this is done in smartphone-displays where it doesn't much sense but for design.
For the 1st question my idea was just to provide a shader for the distortion, which is only a matter of the API-definition so that it can be provided by the goggle-manufacturer. There is no need for game-devs to make special-functions for different goggles.
But i agree cost is allways a factor.
So leave it like it is or move it right to the line? 100% or 140%
100% is effectively rendered at 140% behind the scenes anyway. The line has nothing to do with it, and simply indicates SteamVR’s recommended resolution scaling for your system.
and what about going higher? is it beneficial if you have the headroom?
Yes, it’s beneficial to go higher than 100% and supersample further. It acts as an effective (although inefficient) way of antialiasing and creating a perceived sharper image in the VR headset. In SteamVR, the line on the resolution per eye slider indicates the recommended SS level for your machine (although this can vary from game to game).
So what if you set that resolution higher? Does it improve the image quality at all?
Yes, it will help image quality. Rendering higher than the native display resolution is called Supersampling, which can greatly improve image quality at the expense of performance.
@@ImmersedRobot I thought that would be the case. Thank you. I've changed from a 1660ti to a 6700xt and Skyrim looks clearer already. I will up the resolution for that game seeing as I have the frames to spare now.
so if you move the slider up to a high resolution what happens !?
You’ll be Supersampling, which is effectively a form of antialiasing and can give a perceived sharper image within reason.
I don't have these settings. After some digging, it looks like these are OVR advanced settings that have to be downloaded. Am I right? So many in comments are just thanking you, and not asking where these settings are. (but I didn't read all comments) Would be nice to start off showing how to get to the settings. Edit: still don't see these settings in the OVR advanced settings
These are not OVR Advanced settings. In order to access these settings you need to be using a SteamVR compositor based headset (Valve Index, HTC Vive etc).
@@ImmersedRobot ohhhh ok I have a quest 2! thank you for explaining. :)
ok.. x1.4 is the standard, but it applies to the quest 2 too? is quest 2 x1.7? or x1.7 is for supersampling?
I'm not certain, but I've heard reports the internal rendering pipeline of the Quest 2 does indeed apply 1.7x rather than 1.4.
This is all done behind the scenes in the same way I describe in this video, so if you set your resolution to 1.7 in the Oculus software then you are supersampling 1.7x over the already internally supersampled 1.7.
If running in SteamVR, then this is applied separately (after) from the Oculus software, but SteamVR will report 1.0 as being whatever you have already set the Oculus software to be.
(sorry, it gets a little complicated when using the Oculus and SteamVR layers of software).
My 100% Steam Vr resolution is like 8k while my headset only has 2.5k. It looks not that good ad i get lags with a rtx 4080 wich sucks so much
Which headset are you using? Keep in mind that if the rendering resolution of the specific software your particular headset uses is passing over a higher resolution to SteamVR, then SteamVR will automatically use that as the 100% default.
Does this apply to pancake lenses ?
Not in the same way I don’t believe. Pancake lenses require less barrel distortion correction to the best of my knowledge, but I don’t know much beyond that.
So if I understood correctly you have to put 140% in steam VR to be native for my G2?
No, that’s not correct. Setting SteamVR to 100% will already give you 140% your native G2 resolution (as long as the WMR software isn’t applying anything extra externally). But this ‘hidden’ 140% is necessary to correct for the stretching of the image and lowering resolution in the central area. Basically 100% SteamVR is what you require for (perceived) native G2 resolution.
@@ImmersedRobot Ok thank you !
what game you run in the background?
It’s Robot Repair in The Lab.
What about that white vertical line in the slider?
That line indicates a recommended Supersampling level for your particular hardware specs. This line will move depending on your GPU.
@@ImmersedRobot ah interesting, does this is have any impact on fsr?
@@Kiribruh02 I'm honestly not sure how the SteamVR resolution scaling function interacts with any FSR settings within particular games. I suspect it will still have some performance impact, but I could be wrong.
@@ImmersedRobot ok thank you very much
So 100 percent is not recommend settings for you gaming pc, but the highest your vr headset can go?.
I find this so annoying.
Why the fuck can't the picture be rendered like that like, from the get go, like, have it have that shape, right out the GPU? It sounds like, really stupid, and it sounds like, the renderer, could have it like, set up within itself, some like, default shaders, instead of like, bullshiting the image. Cause like, it's the PC doing all that, right? So why do they have to distort existing pixels? Can't they like, pixelise existing distortion? Like, you see what I mean right? Cause like, I don't know, it sounds like the PC's doing extra work for nothing, like it could do it more efficiently.