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Render Target multiplier and/or Application Super sampling #33

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Cadence81178 opened this issue Jan 19, 2017 · 6 comments
Open

Render Target multiplier and/or Application Super sampling #33

Cadence81178 opened this issue Jan 19, 2017 · 6 comments
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@Cadence81178
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This may be a dumb question I am sorry. But cannot seem to get a straight answer.

Is there a difference between changing the supersampling value in advanced settings and changing the multiplier value steamvr settings? Are changes made cumulative, or even multiplicative and therefore a much more substantial performance hit or are these setting different in some way.

Say I set steamvr multiplier to 2.0 and set the supersampling to 2.0 will it be rendering the visual at 4 times native?

I may be completely misunderstanding what is going on here.

Again, sorry if this is a dumb question.

@LorkHang
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LorkHang commented Jan 22, 2017

Steamvr SS - clarity for vrdashboard, that includes your VR library, desktop view, environments & controllers' model.
Application SS - apps / games (revive games also), though it usually doesn't apply on games that are built from Unreal Engine.

Don't set steamvr SS too high because it affects performance when a game is running and at the same time vrdashboard is rendered or controllers' model pops-in.

@asampal
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asampal commented Jan 27, 2017

The advanced settings configuration for SteamVR/Application Supersampling is the same renderTargetMultiplier value that can be set directly in the file steamvr.vrsettings. If you change it in one place, you'll see it reflected in the other.

In advanced settings, if you have Revive installed, there is another option, Revive/Render Target Override, which can be enabled/disabled and which, I believe will override the previously mentioned value multiplicatively when an Oculus title is run using Revive. For example, if Application Supersampling is set to 2 and Render Target Override is set to 0.5, the effective supersampling rate for Oculus titles would be 1.0. Initially, and based on the name, I assumed this value would be used instead of the Application Supersampling value for Oculus titles, but I determined this wasn't so because when I set my Application Supersampling to 2 and the Render Target Override to 1.0, I was getting bad judder in one of the more complex Quill samples just as with the Render Target Override being disabled. When I dropped RenderTarget Override to 0.5, there was next to no judder in Quill.

@matzman666
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As asampal already said, the Advanced Settings supersampling value is identical to the supersampling value from the steamvr.vrsettings.

@asampal The Revive render target override value is applied on top of the SteamVR supersampling value.

@asampal
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asampal commented Jan 31, 2017

@matzman666 it's not clear to me - when you say the value is applied "on top" are you confirming that the values are multiplied together as I was suggesting or is there another way they are compounded?

@matzman666
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Yes, the values are multiplied.

@Usurper1
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@ LorkHang

"Steamvr SS - clarity for vrdashboard, that includes your VR library, desktop view, environments & controllers' model.
Application SS - apps / games (revive games also), though it usually doesn't apply on games that are built from Unreal Engine.

Don't set steamvr SS too high because it affects performance when a game is running and at the same time vrdashboard is rendered or controllers' model pops-in."

...do you mean to say that supersampling steamVR affects the performance of games ALWAYS, or just when it is active while playing a game...?

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