Yes thanks for the heads-up. Its important to not edit the default.vrsettings file. Edit only the steamvr.vrsettings file.
Do you mean SteamVR Home environment or the SteamVR Overlay/Dashboard?
The shadows in my right eye looked wrong without PP whatever the shadow settings, until I set “CHARACTERS” to low. I have no idea what this setting is but I am 100% works for the issue I saw with the shadows. I can link to a stream where I test it if there’s dispute.
Unfortunately the paint spills / decals were still wrong so I went to PP.
This is most likely because the game engine calculates some stereo effects (shades) in single pass, assuming the projection planes of the viewing frustums are coplanar (which they are, when you turn PP on). With PP off, the right eye is 20° off, which makes the effects misplaced.
Steam VR Home… menus too
If you change “character settings” to Low, the problem disappears.
Have exactly the same issue
I thought when setting manual resolution this should exactly not happen/autoadjust -_-
Only happening with PP on…
e.g. when its off i can read “valve index” text on the controllers, with PP its just blurry…
Exactly the same, is weird… I tried everything and… snif
Solved it by switching from 110hz back to 90hz and FOV to normal from large.
All extra stuff off, no FF, no SS > Everything sharp again with PP on
Running a #202 5K+ with 262 (beta) FW and PiTool 258
Yes, but this continues been a problem… I knew that with normal FOV and PP it works well, but PP and Large FOV doesn’t work
Could this be caused by the SteamVR GPU check? These values still affects the quality of the SteamVR dashboard and overlays, maybe now SteamVR Home as well?
With a lower-end GPU, the gpuSpeed0-gpuSpeed9 values are low, which gives a low value of “gpuSpeedHorsepower”. This value determinates the “gpuSpeedRenderTargetScale”. See my old 1070 laptop as an example:
Now, as far as I know, its impossible to prevent SteamVR to prevent this GPU check upon every start. The only way I found to get the quality back is to manually change the gpuSpeed0-gpuSpeed9 values to around 1500 or higher. Then start/restart SteamVR. The difference is very notiiceable.
Have you tried this?
Oh great you knew…
Kindly excuse my sarcasm, it took me the whole evening yesterday to figure this out
@Heliosurge Do we have something like a known issues thread already? Maybe we can collect some +workarrounds
@SweViver steamvr.vrsettings doesnt seem to cause this:
},
“GpuSpeed” : {
“gpuSpeed0” : 1358,
“gpuSpeed1” : 1355,
“gpuSpeed2” : 1386,
“gpuSpeed3” : 1387,
“gpuSpeed4” : 1388,
“gpuSpeed5” : 1387,
“gpuSpeed6” : 1386,
“gpuSpeed7” : 1387,
“gpuSpeed8” : 1387,
“gpuSpeed9” : 1385,
“gpuSpeedCount” : 10,
“gpuSpeedDriver” : “26.21.14.4575”,
“gpuSpeedHorsepower” : 1386,
“gpuSpeedRenderTargetScale” : 0.37999999523162842,
“gpuSpeedVendor” : “NVIDIA GeForce RTX 2080 Ti”,
“gpuSpeedVersion” : 2
},
“LastKnown” : {
“HMDManufacturer” : “Pimax VR, Inc.”,
“HMDModel” : “Pimax 5K Plus”
},
But since it looks clear for one sec while loading it could be some automatic adjusting…
Its really only clear the 1st time you fire up steamvr, from then it stays blurry, you can clearly see this with the “now loading” banner of the game.
When its only FOV related could be something with the increased width? but why only with PP on
This could be the problem. Have you tried changing it to 1 ?
Thats overlay, which the low resolution is caused by the “gpuSpeedRenderTargetScale”
Do this:
Close SteamVR, change all gpuSpeed0-9 values to 2000 and start SteamVR again.
Now, make sure you are REALLY editing the correct steamvr.vrsettings file.
Upon first/second start of SteamVR, the first gpuSpeed should be overwritten by the actual/real value. If its not (and all values are still 2000), then you are editing the wrong file which SteamVR doesnt read.
The steamvr.vrsettings can be located on 2 different locations:
C:\Program Files (x86)\Steam\config
or
C:\Users\SweViver\AppData\Local\openvr
Thx for the super fast response SweViver!
I will try to test this this evening…
The “now loading” under the banner is just my indicator between games, its overall blurry, in vrhome its even the friends names on the display or in general as mentioned the “valve index” text on the controllers.
Still wondering why this only happens with parallel projections…
I posted about PP last year and this is from a ticket I made about it :
“PP has 2 video states which are randomly selected.
You can see the difference between them in the SteamVR dashboard. By one state the dashboard is clear and the letters in the buttons at bottom are pretty distinct. By the other state the dashboard is not so clear and the letters in the buttons are a bit blurred.
These states are especially noticeable in Borderlands 2 VR. By one state the menus and the HUD are fine but by the other state the menu windows are too narrow making the letters also very narrow and all elements of the HUD are broken.
The state can change whenever you change the FOV in PiTool however you have the most chance of getting the good state with Small FOV.
Please research this and correct it that the video is always the same when using PP.
I have myself been researching this for more than a week now.”
I don’t think that anything has been done to correct it.
Actually I don’t think the FOV size makes any difference but I discovered by chance that if I set PP and then started ‘Obduction’ from PiTool and then exited at the main menu that PP had been automatically switched off. If I set PP again I always had the good state even with large FOV so I always did this before starting Borderlands 2 VR and it always worked !
The only thing i noticed with PP is the clipping I have encountered in the game was somewhat less but not gone. Since it has only occurred on maybe 3 of 4 places in 9 hours of play I haven’t bothered with PP at all.
I’m running no frame duplication whatsoever (Steam or Pimax). Pitool 1 Normal fov 72Hz. SVR 100% In Game I settled on letting it run recommended which has textutes Ultra but dials back some of what I had settled on manually anyway like shadows. Looks great to me and runs.
I initially had crashing but research pointed to my 4gig Windows swap file being the issue and so let Windows manage it and all good.
Not saying Ultra everything wouldn’t be better looking but I understand the limits of my rig (and my eyesight )
Intel I5 6600K @4.5 OC, Gigabyte GA-Z170XP mobo, GAMMAXX GTE Cooler, MSI GTX 1080TI Gaming X gpu (factory OC), SoundBlaster X-F1 sound card, 16 gig Corsair Vengeance ddr4 ram @ 3200 , 4 ssd hds, EVGA 650 Gold Power
The number of pixels covered per degree of field of view increases drastically (by the tangent - it’s a simple matter of geometry) the farther you get toward 180°, at which point it becomes infinite.
This makes the periphery take up an inordinate share of the resolution rendered, wasting it where it does the least good.
In Parallel Projections mode, the game needs to render 10° farther out, than when rendering canted, and those 10° “steals” pixels from the rest of the image.
Hence, in order to get the same resolution in the centre, with PP, as with native, one need to render a significantly larger bitmap, given foveated rendering is not yet standard, and that is before one take into account how the projection makes things extend vertically as well.
The SteamVR compositor has its own under-the-hood resolution scaling, that SweViver explained above, which is separate from what some applications (such as SteamVR Home) does.
Looking at those vrsettings files, I wonder why I’ve never seen my HMD model as Pimax 5K Plus?
“GpuSpeed” : {
“gpuSpeed0” : 1380,
“gpuSpeed1” : 1373,
“gpuSpeed2” : 1382,
“gpuSpeed3” : 1387,
“gpuSpeedCount” : 4,
“gpuSpeedDriver” : “26.21.14.4575”,
“gpuSpeedHorsepower” : 1380,
“gpuSpeedRenderTargetScale” : 0.15999999642372131,
“gpuSpeedVendor” : “NVIDIA GeForce RTX 2080 Ti”,
“gpuSpeedVersion” : 2
},
“LastKnown” : {
“HMDManufacturer” : “HTC”,
“HMDModel” : “Vive MV”
},
That rendertarget scale seems also ‘tiny’. Still a bit of an issue where my GPU is 60-70% under load when playing. Using GPU Catalyst is impossible to play with as the right eye keeps drifting/stuttering/clipping with any value above 0.
Check Pitool settings. Looks like you have Vive Mode on.
Yeah sometimes it’s that simple Thanks, Heliosurge!