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I'm sure this feature would help tremendously to people who struggle to run games like ACC for example.
I thought if you put stramvr video rendering on auto it puts resolution at a fixed point based on the hardware you have?
I think i saw this explanation somewhere on here.
Ie, if you have a quest 2 and set link to 1.0, then start steam vr it will grab and set that resolution.
If you change link to 1.7 and restart steam vr while it's still set to auto, it will change to the correct value.
Steam VR resolution can be manually set which will reflect how it looks in games as you are playing a steam vr game, but it doesn't make sense setting your link to 1.7 and then going down the slider on steam vr, which most people do as they assume the auto ''130%'' or whatever steam is reporting is supersampled, it's not, the figures are per eye after barrel distortion correction, people seem to forget a headset renders much higher than the headsets spec lists for its panel resolution.s
So setting a high resolution in oculus or windows mixed reality, then going backwards on steam vr, it's absolutely pointless and confusing things, oculus set various specific values for link because that is the subsampled values that scale to the panel.
If you start pissing about with steam vr bringing the slider down, it can be anywhere in between and actually make your headset look worse, so in case of oculus, just let steam vr grab your Res and leave alone.
A bonus of this is if your per game Res in steam vr is on auto, then it will actually supersample for you where it sees you have headroom, it won't plummet down because you can't run the game, it'll just chuck you into reprojection
Something like alyx has its own dynamic resolution, but this only goes so far in either direction, it won't cut keep cutting back the resolution until you can hit 90fps under 11ms for example.
In cases of quest 2 or a vive pro 2/G2 the headsets are so high Res that you can stuggle to actually run them at native render resolution, so chances are you will need to play them subsampled anyway, and like mentioned, you ideally want a set value when you are sub sampled so the pixels scale correctly, having something go into an even lower weird resolution when you are already sub sampled will look horrible and incredibly jarring in headset.
Also, for context, the higher the resolution of the panel, that multiple more times you need to render to match, a cv1 headset native render resolution is about 1.3x the amount of panel pixels.
A quest 2 native render resolution is link slider at 1.7x the amount of panel pixels.
See where we go with this? A Vive pro 2 is an astronomical native render resolution, to the point you have to question if it's even worth it if you can't actually drive it at the native resolution.