SteamVR

SteamVR

Per-Application Settings in SteamVR

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39 Comments
Myou cat May 16 @ 7:08am 
edhem: 100% of supersampling has almost twice as many pixels as the Vive. This is because the image the game gives to SteamVR must be stretched to compensate for the lens deformation. The borders are stretched a lot while the center pixels must match as close as possible. This 1.96x implicit supersampling gives this 1:1 pixel match at the center, so when you negate it, it's very blurry.
edhem Apr 9 @ 7:23am 
I am not a smart man, but when it says: "The current setting renders each eye at 2772x3079" and the original Vive per example has a resolution of 2160×1200 (1080×1200 per eye). If I set the slider to cover 1080 x 1200 (which is supposedly the single eye of the Vive resolution) or close (which on my machine is at 50%), the image is super blurry, like my vision is at -5 and I am not wearing my glasses. Can someone link me to a more detailed explanation on what exactly is going on?
Ghanth Apr 5 @ 9:43am 
I don't have this "VIDEO" tab !! WHY ?
jstizle Apr 4 @ 1:40pm 
i have a 1080ti should i even mess with this per game?
Alex Vlachos  [developer] Apr 4 @ 1:12pm 
Marc - if your old SS setting was 3.2, the new setting would be 320%
Netheri Apr 4 @ 10:02am 
Glad to see there's SteamVR home in per-app section!
Marc Gravett Apr 4 @ 9:04am 
So what does the % equal to the old way? I had it on 3.2 before, is there a chart detailing such info? thanks
Netheri Apr 2 @ 6:58am 
Brother Wolf, if that was meant to me, i know all that. Been using OTT a while..
Brother Wolf Apr 1 @ 8:33pm 
The goal is to get your video card to hit 75% minimum, 90% maximum. This will normally require a supersampling adjustment of 150 minimum, 200 maximum. beyond 200 is completely unnoticable graphically. If you notice stutter, frame skipping etc. just downtick your setting until everything is stable.
Netheri Apr 1 @ 12:05pm 
Sergio, yeah yeah, but i GUESS you (also) get the point?