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In game PD or SteamVR Render Resolution


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I'm curious what combo of DCS in Game PD to SteamVR render resolution the VR pilots are using?

 

I have always run my setup (see sig) using in game PD 1.0 and SVR set at 150%, and was perfectly happy with it, until I started fiddling with what if's... Since I had to reapply the usual shader mods and other optimizations post update, I decided to try swapping in game PD for SVR resolution.  What I ended up with was tuning the in game PD to 0.5 and SteamVR per game resolution to 250%, occasionally as high as 280%, rebooting, doing a take off and landing in Caucuses noting cockpit readability, in game FPS counter and FPSVR frame times.  

 

What I haven't tried is SVR res to minimum and in game PD slider as high as I can get it... that's next.

 

In the end, for my gear, using SVR resolution is the way to go. I get a very steady, very playable frame rate and the cockpit clarity "seems" better for me.  

 

I am also using the mod'd (non Fresnel) lenses in my Vive Cosmos Elite.

 

 

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i never understand this ... do it in one place ... just one either in PD or in SS ... at .5/250 you are functionally operating about the same resolution as pd 1/ ss 63.

 

i use just SS and i leave PD alone at 1...  the only thing that actually matters is the total number of pixels... and you get more granular control in SS than you do in PD i created a spreadsheet to help with this because i know its not everyone's strongest suit...

 

PDSSCalc.zip

 

 

 

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3 hours ago, Sr. said:

I'm curious what combo of DCS in Game PD to SteamVR render resolution the VR pilots are using?

 

I have always run my setup (see sig) using in game PD 1.0 and SVR set at 150%, and was perfectly happy with it, until I started fiddling with what if's... Since I had to reapply the usual shader mods and other optimizations post update, I decided to try swapping in game PD for SVR resolution.  What I ended up with was tuning the in game PD to 0.5 and SteamVR per game resolution to 250%, occasionally as high as 280%, rebooting, doing a take off and landing in Caucuses noting cockpit readability, in game FPS counter and FPSVR frame times.  

 

What I haven't tried is SVR res to minimum and in game PD slider as high as I can get it... that's next.

 

In the end, for my gear, using SVR resolution is the way to go. I get a very steady, very playable frame rate and the cockpit clarity "seems" better for me.  

 

I am also using the mod'd (non Fresnel) lenses in my Vive Cosmos Elite.

 

 

 

What was the final resolution output with PD 1.0 and SVR at 150%?  And what was final resolution output with PD 0.5 and SVR 250%?  The latter is much lower resolution.

Going from 1.0 PD to 0.5 PD is 50% reduction in number of pixels (Width x Height).  Whereas 50% in SVR is in linear resolution (Width or Height).

 

Always calculate using actual resolution.  Not % value.

 

It doesn't matter what combination you use.  As long as the final resolution output is same, the performance and quality is same.


Edited by Taz1004
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I sort of figured it was a case of arriving at the same place using a different route... having tried the "normal" route, I believe I prefer the little performance boost via SteamVR setting. My GPU frame times stay in the 18-19 range and I still get the cockpit imaging I'm happy with. They jump in to the high 20's otherwise.

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On 2/18/2021 at 9:41 PM, Taz1004 said:

 

What was the final resolution output with PD 1.0 and SVR at 150%?  And what was final resolution output with PD 0.5 and SVR 250%?  The latter is much lower resolution.

Going from 1.0 PD to 0.5 PD is 50% reduction in number of pixels (Width x Height).  Whereas 50% in SVR is in linear resolution (Width or Height).

 

Always calculate using actual resolution.  Not % value.

 

It doesn't matter what combination you use.  As long as the final resolution output is same, the performance and quality is same.

 

Are you sure? 😄

I think you are correct with that the latter is much lower resolution but i think you mixed up those samplings or i didn’t understood correctly your explanation.

PD in dcs just multiplys resolution in X and Y axels like if you have 2160x2160 resolution and put 1.1pd in dcs, resulting resolution should be 2376x2376. So going from 1.0 to 0.5pd is not 50% reduction in pixels, it’s a lot more. Steamvr SS% is changing the amount of pixels and then going for example from 100% to 50% you will get 50% reduction in pixels. Please correct me if i’m wrong, but i’m quite certain it’s that way. G2 per eye is about 2160x2160 in steamvr SS 48% and in 100% about 3300x3300. If it’s linear resolution it should be ~4300x4300 in 100%.

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3 hours ago, divinee said:

Are you sure? 😄

I think you are correct with that the latter is much lower resolution but i think you mixed up those samplings or i didn’t understood correctly your explanation.

PD in dcs just multiplys resolution in X and Y axels like if you have 2160x2160 resolution and put 1.1pd in dcs, resulting resolution should be 2376x2376. So going from 1.0 to 0.5pd is not 50% reduction in pixels, it’s a lot more. Steamvr SS% is changing the amount of pixels and then going for example from 100% to 50% you will get 50% reduction in pixels. Please correct me if i’m wrong, but i’m quite certain it’s that way. G2 per eye is about 2160x2160 in steamvr SS 48% and in 100% about 3300x3300. If it’s linear resolution it should be ~4300x4300 in 100%.

 

Yea, you're right.  I got those two reversed.  I was thinking one thing and wrote another.

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Then there's me... I have no idea what either of you are talking about. 🤣

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Guys, just for clarity again. PD value works per axis, and SteamVR %age works on total pixels. 
So, a PD of 1.5, is 1.5*1.5*pixels, i.e. 2.25 or 225% in SteamVR terms. 
And, a PD of 0.5 is 0.5*0.5*pixels, i.e. 0.25 or 25% in SteamVR terms. 

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