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If you're already at 70-80% GPU usage vrss in boneworks might not be for you.
Fps? I thought that was the point, and so you can do 4x-8x ss instead of 1.5-2x with steam vr ss the whole screen. And if you have an rtx or Turing card shouldn't you have heaps of gpu headroom in boneworks? I only get like 40% usage most of the time at 170% steam vr ss. But it feels slightly stutter even at low settings, no ss for me. I think it's the physics mixed with wmr or something, as fpsvr always reports constant smooth 90fps.
anyway, back on topic. i always use at least 140 or so (usually 170%) supersampling in games already. and boneworks (at least the first level or so) seems really well optimized so i wouldnt expect much difference with vrss i suppose. i only use about 40-60% max of my gpu as is to play this game, for games like project cars 2 and dirt rally 2.0 this would be amazIng. sadly they are not currently supported, and may not ever be. as i dont think they use forward rendering and instead use deferred rendering. so thats a shame. games like that really need well optimized ss settings as they are very very demanding and have loads of flickering/ shimmering and jaggies etc.
i still think nvidia vrss is a massive step in the right direction though. and i will definitely turn it on for supported games.
i suspect (but have no idea if im right) that i can just leave it enabled on adaptive mode on top of about 150% steam vr supersampling for games and it will adaptively add more foveated supersampling on top of that whenever there is gpu headroom without causing any dropped frames/ latency or low fps? that seems to be the whole point/ idea of it. but im not so sure it actually works like that in practice... time will tell i guess. i have fpsvr so i should be able to measure accurately if its hurting my performance at all in future.