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How should anyone help, replay or do anything about it without any information?
Specs becaused you asked so nicely:
HP Reverb G2, Ryzen 3700x, RTX 2080 super @v466.77,
rendering resolution was 2832*2768 per eye.
AA was set to MSAA medium and shadows to low in my last test run, now I switched both back to the maximum and it looks about the same, only the performance got worse.
I'm not a VR user (at this time) but you might check out some of the discussion for PC2 around VR:
https://forum.projectcarsgame.com/showthread.php?54483-VR-Guide-Setup-Settings-and-General-tips
My resolution is already high, 2832*2768 per eye, that should not be the problem. In some of my tests I had it even higher, I think it was a little bit better than but still the same problem and I can't set the resolution to 10k*10k because there is no hardware in the world that could run it :/
Might take some time to check the 300+ pages thread but thx.
the important line to edit is...
<prop name="SharpeningStrength" sharpeningstrength="0.000000"/>
the higher the number the sharper the image, too high will add strange twinkling. test and adjust to your liking.
try 1.000000 and go up from there.
on an oculus cv1 with lower screen resolution than your HMD looks best at around 1.600000
Well, this does make the image sharper but it also makes the shimmer even worse. But thanks for reminding me about this setting, I had that already set and it was maybe a bit to high, I set it to low 0.6, so the shimmer is slightly reduced (and the image less sharp), still not a solution unfortunatly.
Just as in FFB so the same can be applied to image manipulation. - Less is often more.
Many players just crank everything up to the max.
For FFB many who "Max crank" will suffer clipping and end up with nothing even vaguely akin to car feeling.
The same can be said for imaging.
Manipulate an image enough and all original definition is lost .
Higher resolution headsets Suffer from the same .
It is very possible to over Sample
For a simple example :
Look at a single frame heading towards a single VR lens ( one eye)
and the optional effects offered AA - sampling, Motion blur , TAA , Super sampling All differing image manipulation sampling algorithms. -It then goes to the VR engine / compositor where yet again more sampling can take place.
Then take the "same image" from the altered VR perspective ( the other eye) Apply the same levels of sampling.
However any sampling added must generate the same perspective manipulation else your brain may well notice it . ie pixels in one lens and missing or in the wrong place in the other
- something like a moire patterning effect / false colour image etc.
One of the reasons I believe DLSS does not work well with VR .
Anyhow just a thought.
Yes, oversharpening makes shimmer worse
I have not played since a few updates but I don't remember it being to bad in this game compared to others.
My first thought for the shimmering would be the headset resolution. Since you have a G2 that is obviously not the problem.
Do you have steam SS set to auto or manual?
Max out MSAA in game see if it makes any difference from low to high. If not, maybe the AA in game is broken for VR