![]() If you just want to get to your games, set it to Off: takes a little to load, and it’s a very demanding app. Now, for SteamVR, something you will also be using a lot: It’s the same reason people don’t recommend using FXAA in VR games. Oculus Link tends to have rather soft video output for a VR screen, despite the lack of screen-door effect. 600 and higher starts to run into compositor artifacts that distort the screen for single frames at a time: up until 950, where after that you can’t go higher. Any higher than 3970 and the bottom of the screen will begin to crawl with a black artifact border.ĥ00 is the type-able max, but you can go up to 550 without running into compositor artifacts. Quest 2: Render Resolution’s Width rounded up to the tens place, OR 3970, whichever is lower. Improves image clarity, especially at lower resolutions. Dynamic resolution scaling does not translate very well to VR.ĭistortion Curvature: Low. Does not affect performance in a noticeable way. Force Mipmap Generation On All Layers: On. Functions as a “render scale” input: will not be needing this. Here’s my recommendations for what settings you should ALWAYS have set to: The file path is usually C:\Program Files\Oculus\Support\oculus-diagnostics\OculusDebugTool.exe, depending on where you installed the Oculus app. This will be important, as it contains a bunch of important settings not found within the Oculus app. To get started, we need to make a shortcut for Oculus Debug Tool. Hello, fellow Quest and Quest 2 owners! If you have a PCVR-ready computer, and are looking to improve your Oculus Link experience with better framerates and image clarity, this is the guide for you! THIS GUIDE IS OUTDATED AS OF, A NEW VERSION HAS BEEN RELEASED WITH MORE UP-TO-DATE INFORMATIONĬopy-pasted from my r/oculus and r/pcvr posts, but it applies here as well.
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