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VR Gaming / Re: Quest 2 Link Best Settings (Finally Better Than Rift S)
« Last post by Tbone on August 28, 2022, 01:40:10 pm »Updated current settings:
Bitrate > Resolution > Supersampling > Refresh Rate
My settings for Nvidia 3080
OCULUS DEBUG TOOL
Distortion Curvature: Low
Encode Resolution Width: 3712
Encode Dynamic Bitrate: Disabled
Dynamic Bitrate Max: 0
Encode Bitrate (Mbps): 480
Dynamic Bitrate Offset (Mbps): 0
Link Sharpening: Enabled
Mobile ASW: Disabled
OCULUS DEVICE SETTINGS
Refresh Rate (90Hz) or (120hz)
Render Resolution: (3712x1872) 1.0x at 90hz or 1.2x at 120hz
OCULUS TRAY TOOLS
Super Sampling: 1.45 (I start there and adjust depending on intensity of the game using the Profiles). If you use Steam regularly instead, you can also super sample within Steam settings per game. I like to use Oculus Tray Tool's Visual HUD - Pixel Density and Performance to see how close I am to the Quest 2's actual resolution and how my performance is being affected.
VRPERFKIT
Google it. You need to manually put two files in the directory of each game you want to use this on. If you have a video card that supports it, you can get fixed foveated rendering and some sharpening. Currently my settings are:
upscaling
enabled: true
method: cas
renderScale: 0.95
sharpness: 0.9
radius: 0.6
fixedFoveated
enabled: true
innerRadius: 0.6
midRadius: 0.8
outerRadius: 1.0
Note that you don't have to do ALL of these things, but if you leave something out, you'll want to adjust elsewhere. For instance, if you aren't going to super sample and apply sharpening, then just crank the resolution scale up instead. You'll notice my resolution is at .9x scale, but that's simply to give me more room to super sample and save a little performance at the same time. Obviously if I cranked my resolution up to 1.7x then my super sampling would need to be completely different or be left out completely.
Bitrate > Resolution > Supersampling > Refresh Rate
My settings for Nvidia 3080
OCULUS DEBUG TOOL
Distortion Curvature: Low
Encode Resolution Width: 3712
Encode Dynamic Bitrate: Disabled
Dynamic Bitrate Max: 0
Encode Bitrate (Mbps): 480
Dynamic Bitrate Offset (Mbps): 0
Link Sharpening: Enabled
Mobile ASW: Disabled
OCULUS DEVICE SETTINGS
Refresh Rate (90Hz) or (120hz)
Render Resolution: (3712x1872) 1.0x at 90hz or 1.2x at 120hz
OCULUS TRAY TOOLS
Super Sampling: 1.45 (I start there and adjust depending on intensity of the game using the Profiles). If you use Steam regularly instead, you can also super sample within Steam settings per game. I like to use Oculus Tray Tool's Visual HUD - Pixel Density and Performance to see how close I am to the Quest 2's actual resolution and how my performance is being affected.
VRPERFKIT
Google it. You need to manually put two files in the directory of each game you want to use this on. If you have a video card that supports it, you can get fixed foveated rendering and some sharpening. Currently my settings are:
upscaling
enabled: true
method: cas
renderScale: 0.95
sharpness: 0.9
radius: 0.6
fixedFoveated
enabled: true
innerRadius: 0.6
midRadius: 0.8
outerRadius: 1.0
Note that you don't have to do ALL of these things, but if you leave something out, you'll want to adjust elsewhere. For instance, if you aren't going to super sample and apply sharpening, then just crank the resolution scale up instead. You'll notice my resolution is at .9x scale, but that's simply to give me more room to super sample and save a little performance at the same time. Obviously if I cranked my resolution up to 1.7x then my super sampling would need to be completely different or be left out completely.