Good evening, Is there anyone using Oculus Rift that can suggest or post graphic settings so that VR can run smoothly. Thank you.
So, after a couple of hours this morning, reading things about sharpening temporal anti aliasing, upscaling temporal anti aliasing and so on, i edited my settings in engine.ini again.
I deleted tonemapper.sharpen and replaced it with temporalaasharpen. It produces sharp textures without the edge artifacts that Tonemapper.Sharpen does. Here is a good example for tonemapper.sharpen 2.5 vs temporal aa sharpen 2.5: https://imgsli.com/MDc1OA
I also added upsampling. In my opinion it gives me a clearer view.
Sources: https://forums.unrealengine.com/development-discussion/rendering/125798-temporal-aa-sharpening
https://docs.unrealengine.com/en-us/Engine/Rendering/ScreenPercentage#temporalanti-aliasingupsample
Here are my settings. In my opinion i got a sharper view, but the temporal aa also works nice in distance. It`s a natural view, i think. Would like to hear your opinions about it.
[ConsoleVariables]
r.Upscale.Quality=1
r.TemporalAA.Upsampling=1
r.TemporalAASharpen=4
r.TemporalAACurrentFrameWeight=0.15
r.TemporalAACatmullRom=1
r.TemporalAAPauseCorrect=1
r.TemporalAASamples=4
r.SeparateTranslucency=0
r.HZBOcclusion=0
vr.PixelDensity=1.4
r.MotionBlurQuality=0
r.PostProcessAAQuality=4
r.BloomQuality=0
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=0
r.SSR.Quality=1
r.DepthOfFieldQuality=0
r.SceneColorFormat=3
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=48
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.DetailMode=1
r.RefractionQuality=2
r.MaterialQualityLevel=1
sg.ShadowQuality=2
r.MipMapLODBias=-0.5
r.Streaming.MipBias=-0.5
Ingame settings are:
45 im afraid
Even with my 1080Ti trying for 90 is a loosing battle unless blurry low quality visuals are ok with you .
Hopefully Kunos have some magic optimisation that is available for UE4 !
I think, i found the magic key for sharp textures in distance. YOu have to disable streaming textures. This means, all textures will be fully loaded by loading the game, track, car, etc. If ouy force it off, the unreal engine will not increase the texture resolution when you come nearer.
Just insert following to your engine.ini consolevariables:
r.TextureStreaming=0
In my opinion, THIS is THE key next to tonemapper.sharpen for getting a very good and sharp view in distance!
Please tell me your opinions!
Thanks you haven't included vr pixel density or streaming.MipBias, is that deliberate?So guys, i have to admit, that my settings seem to eat graphics memory like hell. So i read again about texture streaming variables and i found the variable r.Streaming.FullyLoadUsedTextures=1
I read about it here: https://docs.unrealengine.com/en-us/Engine/Content/Types/Textures/Streaming/Config
These are my new full settings:
[ConsoleVariables]
r.Streaming.Boost=1
r.Streaming.FullyLoadUsedTextures=1
r.TemporalAACurrentFrameWeight=0.15
r.TemporalAACatmullRom=1
r.TemporalAAPauseCorrect=1
r.TemporalAASamples=4
r.Tonemapper.Sharpen=1
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.PostProcessAAQuality=4
r.BloomQuality=0
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=0
r.SSR.Quality=1
r.DepthOfFieldQuality=0
r.SceneColorFormat=3
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=48
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.DetailMode=1
r.RefractionQuality=2
r.MaterialQualityLevel=1
sg.ShadowQuality=2
r.MipMapLODBias=-2
Thanks you haven't included vr pixel density or streaming.MipBias, is that deliberate?
Some people with a Vive had problems starting the game with vr.pixeldensity, so i deleted it. You can adjust the resolution scale ingame. With streaming.mipbias i could not see any difference. But i added it again with r.streaming.mipbias=3 and it seems to work very smoothly now. Just testing and adding variables. I`m no programmer, just a normal guy who tests some UE variables for the last 3 days. :-D
Thanks will try it outSome people with a Vive had problems starting the game with vr.pixeldensity, so i deleted it. You can adjust the resolution scale ingame. With streaming.mipbias i could not see any difference. But i added it again with r.streaming.mipbias=3 and it seems to work very smoothly now. Just testing and adding variables. I`m no programmer, just a normal guy who tests some UE variables for the last 3 days. :-D