Good evening, Is there anyone using Oculus Rift that can suggest or post graphic settings so that VR can run smoothly. Thank you.
r.Color.Mid | Allows to define where the value 0.5 in the color channels is mapped to after color grading (This is similar to a gamma correction). Value should be around 0.5, smaller values darken the mid tones, larger values brighten the mid tones, Default: 0.5 |
Sorry, afraid AMS2 did not work for me, only opened old PCars wounds.Andrew I'm gonna need help getting AMS2 to look as good as ACC looks now.
I'm still messing a bit with the last settings of the engine.ini, and I still can't see improvement forcing AA at 6. It's strange, maybe I'm just looking for something entirely different now.
As soon as I settle on something I will post it here, I am not far from my ideal settings.
I'm playing now also with r.TemporalAADynamicSharpen=0.75 and using for AA just:
r.TemporalAACurrentFrameWeight=0.5
r.TemporalAADynamicSharpen=0.75
r.PostProcessAAQuality=6
If I lower PD 195 to 175 (more headroom for more AI and playing at midnight with heavy rain going past pit straight avoiding drop below 45 fps in some tracks such as bathurst) I still get super clear images with these settings, but maybe may eyes are playing tricks. Trying so many things . Let me know what you think.
That dynamic TAA sharpening sounds promising, what main difference do you notice.I'm playing now also with r.TemporalAADynamicSharpen=0.75 and using for AA just:
r.TemporalAACurrentFrameWeight=0.5
r.TemporalAADynamicSharpen=0.75
r.PostProcessAAQuality=6
If I lower PD 195 to 175 (more headroom for more AI and playing at midnight with heavy rain going past pit straight avoiding drop below 45 fps in some tracks such as bathurst) I still get super clear images with these settings, but maybe may eyes are playing tricks. Trying so many things . Let me know what you think.
I thought you tried to lower TemporalAACurrentFrameWeight which indeed should blur image a bit, not boost as @Ternauwies2020 is doing, that should add more jitter.I've tried similar settings before, and honestly that is exactly how the game should look in VR, but without all that AWFUL shimmering and jaggies. It's SO clear, but extremely noisy to my eyes.
I thought you tried to lower TemporalAACurrentFrameWeight which indeed should blur image a bit, not boost as @Ternauwies2020 is doing, that should add more jitter.
Remember, the default is 0.1.
And WMR reprojection blurs things quite a bit comparing to plain 60Hz, so image looks quite different in two modes.
That dynamic TAA sharpening sounds promising, what main difference do you notice.
I did what he did first, but there was no way to get rid of the jitter, which is a shame, so I went the opposite direction.
Sorry for bad news but r.TemporalAADynamicSharpen is not being applied to the engine, it just ignored. You can check AC2.log.I find personally the edges a bit more clean and realistic as sharpening is not applied on whole image making it look fake. So I'm keeping it for now. I do notice with frameweight high at 0.5 a bit of ghosting behind the cars, but jaggies are similar than lower values in my eyes. I will play a bit between 0.25-0.5 range to see if it can be reduced, but didnt visually notice more jaggies.
When looking replays from different camera angles it looks so clear up close and full distance I dont want to give this up and finally have the clarity I wanted. I never tried 60hz mode, maybe I will check to see if that shows more jitter and jaggies.
Quick question, 2 actually.
1) With Temporal settings seems like you want to soften things a little bit. So just dropping sharpness doesn't work?
2) World scale changed to 0.9, why?
TAutoConsoleVariable<float> CVarTemporalAAFilterSize(
TEXT("r.TemporalAAFilterSize"),
1.0f,
TEXT("Size of the filter kernel. (1.0 = smoother, 0.0 = sharper but aliased)."),
ECVF_Scalability | ECVF_RenderThreadSafe);
r.TemporalAASamples=32 does not affect performance but it just tell how many jitter locations temporalAA will use. Bigger the number more time it will take to full cycle to loop. This might cause judder and excessive blurriness. I have noticed that r.TemporalAASamples=4 or 8 is optimal depending on target frame rate.