Share your VR graphic settings

It's in one of the files (sorry afk atm) Aris mentioned it to me in the AC forum and can't find it atm. When I get back to PC I'll find it. But look for HUD in same area as engine.ini.
Ok ty , the "line up in double file" message seems to not disappear annoying as f.... Cheers for any more help with this.
 
That did it Angel, Thanks...… but all I have under engine is this

[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../AC2/Plugins/FMODStudio/Content
Paths=../../../AC2/Plugins/ACShaders/Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=../../../Engine/Plugins/Editor/CryptoKeys/Content
Paths=../../../Engine/Plugins/Editor/MeshEditor/Content
Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
Paths=../../../Engine/Plugins/Runtime/Steam/SteamVR/Content
Paths=../../../Engine/Plugins/Runtime/Oculus/OculusVR/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
[Oculus.Settings]
GraphicsAdapter=0
AudioInputDevice="{0.0.1.00000000}.{f3af02da-b98f-4619-85c0-a631690718b8}"
AudioOutputDevice="{0.0.0.00000000}.{23d7a8d7-12f4-4c86-a2b3-113c04479e37}"
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
AudioDevice=Index HMD (NVIDIA High Definition Audio)
[WindowsApplication.Accessibility]
StickyKeysHotkey=True
ToggleKeysHotkey=True
FilterKeysHotkey=True
StickyKeysConfirmation=True
ToggleKeysConfirmation=True
FilterKeysConfirmation=True


I am using WMR Reverb hmd.
 
Last edited:
That did it Angel, Thanks...… but all I have under engine is this

[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../AC2/Plugins/FMODStudio/Content
Paths=../../../AC2/Plugins/ACShaders/Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=../../../Engine/Plugins/Editor/CryptoKeys/Content
Paths=../../../Engine/Plugins/Editor/MeshEditor/Content
Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
Paths=../../../Engine/Plugins/Runtime/Steam/SteamVR/Content
Paths=../../../Engine/Plugins/Runtime/Oculus/OculusVR/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
[Oculus.Settings]
GraphicsAdapter=0
AudioInputDevice="{0.0.1.00000000}.{f3af02da-b98f-4619-85c0-a631690718b8}"
AudioOutputDevice="{0.0.0.00000000}.{23d7a8d7-12f4-4c86-a2b3-113c04479e37}"
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
AudioDevice=Index HMD (NVIDIA High Definition Audio)
[WindowsApplication.Accessibility]
StickyKeysHotkey=True
ToggleKeysHotkey=True
FilterKeysHotkey=True
StickyKeysConfirmation=True
ToggleKeysConfirmation=True
FilterKeysConfirmation=True


I am using WMR Reverb hmd.

you have to copy and past this under the last line:


[ConsoleVariables]
r.AmbientOcclusionLevels=1
[/script/engine.renderersettings]
a.URO.ForceInterpolation=1
a.URO.ForceAnimRate=2
r.OptimizeForUAVPerformance=1
r.UseShaderCaching=1
r.UseShaderPredraw=1
r.Streaming.FullyLoadUsedTextures=1
r.Streaming.FramesForFullUpdate=1
r.bForceCPUAccessToGPUSkinVerts=True
r.Streaming.DefragDynamicBounds=1
r.Streaming.HLODStrategy=2
r.Streaming.Boost=0
r.Streaming.PoolSize=0
r.Streaming.LimitPoolSizeToVRAM=1
 
Hello ! Here are my last settings! There is a big difference on the lights, shadows, light effect and I remain stable at 40 fps
:D
(tests with night and rain and 25 cars).

I let you test and tell me what you think. thanks to those who gave me the information to pass the resolution scale to 70

Supersampling with Oculus Tray Tool : SS1.7, ASW ON, force 45 fps.

Fullscreen : disabled
Vsync : disabled
Resolution : 1920 x 1080
Resolution Scale : 70%
View Distance : HIGH
Shadows : HIGH
antialiasing : EPIC
Type TEMPORAL
EFFECTS : HIGH
POST PROCESSING : HIGH
Foliage : HIGH
Texture : HIGH
Mirror View Distance : 100 Meters
Mirror Quality : HIGH
Resolution HIGH
Opponents : 25
Vr pixel Density : 100%

Materials Quality : HIGH
Temporal Upscaling : Enabled
Bloom Quality : HIGH
Volumetric Fog : MID
Foliage LOD Quality : HIGH
100%
HLOD : Enabled
Advanced sharpen filter : Enabled

Motion Blur : Enabled
Saturation : 110
White Balance : Neutral
Sharpness : 80
Frame limit : 40
Camera Dirt Effect : 1.0
Ligh Absorption : High
Image Contrast : 0.50
Exposure Gain : 0.40

Engine.ini file :
[ConsoleVariables]
r.AmbientOcclusionLevels=1
[/script/engine.renderersettings]
a.URO.ForceInterpolation=1
a.URO.ForceAnimRate=2
r.OptimizeForUAVPerformance=1
r.UseShaderCaching=1
r.UseShaderPredraw=1
r.Streaming.FullyLoadUsedTextures=1
r.Streaming.FramesForFullUpdate=1
r.bForceCPUAccessToGPUSkinVerts=True
r.Streaming.DefragDynamicBounds=1
r.Streaming.HLODStrategy=2
r.Streaming.Boost=0
r.Streaming.PoolSize=0
r.Streaming.LimitPoolSizeToVRAM=1

My setup :
i7 8700k - Nvidia GeForce 1080Ti - Oculus Rift S - Windows 10 x64 - 16Go RAM.
Fanatec CSL Elite + (PS4) / Fanatec CSL Elite pedals / Fanatec McLaren GT3 wheel
 
Last edited:
Hello ! Here are my last settings! There is a big difference on the lights, shadows, light effect and I remain stable at 40 fps
:D
(tests with night and rain and 25 cars).

I let you test and tell me what you think. thanks to those who gave me the information to pass the resolution scale to 70

Supersampling with Oculus Tray Tool : SS1.7, ASW ON, force 45 fps.

Fullscreen : disabled
Vsync : disabled
Resolution : 1920 x 1080
Resolution Scale : 70%
View Distance : HIGH
Shadows : HIGH
antialiasing : EPIC
Type TEMPORAL
EFFECTS : HIGH
POST PROCESSING : HIGH
Foliage : HIGH
Texture : HIGH
Mirror View Distance : 100 Meters
Mirror Quality : HIGH
Resolution HIGH
Opponents : 25
Vr pixel Density : 100%

Materials Quality : HIGH
Temporal Upscaling : Enabled
Bloom Quality : HIGH
Volumetric Fog : MID
Foliage LOD Quality : HIGH
100%
HLOD : Enabled
Advanced sharpen filter : Enabled

Motion Blur : Enabled
Saturation : 110
White Balance : Neutral
Sharpness : 80
Frame limit : 40
Camera Dirt Effect : 1.0
Ligh Absorption : High
Image Contrast : 0.50
Exposure Gain : 0.40

Engine.ini file :
[ConsoleVariables]
r.AmbientOcclusionLevels=1
[/script/engine.renderersettings]
a.URO.ForceInterpolation=1
a.URO.ForceAnimRate=2
r.OptimizeForUAVPerformance=1
r.UseShaderCaching=1
r.UseShaderPredraw=1
r.Streaming.FullyLoadUsedTextures=1
r.Streaming.FramesForFullUpdate=1
r.bForceCPUAccessToGPUSkinVerts=True
r.Streaming.DefragDynamicBounds=1
r.Streaming.HLODStrategy=2
r.Streaming.Boost=0
r.Streaming.PoolSize=0
r.Streaming.LimitPoolSizeToVRAM=1

My setup :
i7 8700k - Nvidia GeForce 1080Ti - Oculus Rift S - Windows 10 x64 - 16Go RAM.
Fanatec CSL Elite + (PS4) / Fanatec CSL Elite pedals / Fanatec McLaren GT3 wheel


Hey mate,

works for me. But...
I have the same hardware specs like you, but just a little bit too much of SS (1.7) for my pc i think.
A resolution of 70% looks a bit jagged in my opinion. I tested with 80% - 85% Res. and 1.5x SS. Looks a little bit better, but also too much for my pc. (don't know why)
If i'm driving, especially in tight corners, i move my head in the direction of the corner than the fps going down.
Do you using NvidiaInspectorProfiles or other NvidiaProfiles for ACC?


My setup:
i7 8700k - Nvidia GeForce 1080Ti - Oculus Rift S - Windows 10 x64 - 32GB RAM
Thrustmaster TS-PC / Fanatec CSL Elite pedals / SMRF1wheel
 
The resolution scale being so low just guts the image and is probably the reason you're able to run that 1.7x SS at all. I tried it and immediately the image was significantly worse, as should be expected by changing that setting.
 
Thanks for your feedback, 70% with SS1.7 or 100% with SS1.5 still the same for me but with resolution scale at 70% i can activate all the parameter in HIGH and have a lot of details
 
Thanks for your feedback, 70% with SS1.7 or 100% with SS1.5 still the same for me but with resolution scale at 70% i can activate all the parameter in HIGH and have a lot of details

May be that visually it's the same, but i think there is a huge difference with the consumption of ressources.
I think a higher scale of resolution costs more than a higher value of SS.
I will monitor this and give report about that.
 
To me, probably nothing, except for the important fact that in game pixel density can be changed on the fly without needing a restart of neither the game nor SteamVR (if your HMD uses it). That's handy when you are adjusting things in game and want to see immediate results in frame rate and image quality changes.
 

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