Share your VR graphic settings

Looking forward to improvements on VR. There has been improvement in 3.0, overall better clarity, but still not on par with AC or other SIM VR experience, of course it is still early access, but better VR would be nice.
Starting to wonder if UE4 is capable of good VR in a SIM. Some magic in engine.ini would be great.
 
Interesting notes in the 0.3 change log.

"removing external workarounds (e.g. modified engine.ini) recommended"

Will be curious to remove changes to engine.ini from this thread and test.

It was very hard for me to precieve the track at Paul ricard...

Pixel density is now a slider in video settings
 
I went back to using @Unionjackstar 's settings after removing them as per the change log released with 0.3 and had better performance.

I increased sharness which helped reduce an odd effect that looked like tearing when the wind screen wipers were on. I am happy with how my 1070 runs ACC at this time. The overall quality is less than AC for me at this point but I imagine as optimization comes that will change. The dynamic time is pretty cool at paul ricard when the sun blinds you in a few corners, and generally looks awesome.
 
I went back to using @Unionjackstar 's settings after removing them as per the change log released with 0.3 and had better performance.

Me too, it gave me a great fps boost and does not look any worse, unfortunately not much better either. It needs to improve.

The blue lines next to the track tend to get real blurry during daytime at Paul Ricard

Those blue and red line are a mess, funny enough they are also a mess on the pancake screen, so not VR related.
I also have an issue with the dash, the image is also not stable, I tried all different settings but nothing seems to help.

To me UE4 looks liquid, as if driving under water. I am not impress, time will tell, but I do not have high expectations.

just wanted to add, I am back using the latest engine .ini {console variable} I was using before 3.0 it is not perfect but definitely better both for the graphic and the performance.

[ConsoleVariables]
vr.oculus.pixeldensity.adaptive=1
r.Streaming.FullyLoadUsedTextures=1
r.SimpleForwardShading=1
r.TemporalAACurrentFrameWeight=0.1
r.TemporalAASamples=32
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=1.5
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.BloomQuality=2
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=1
r.SSR.Quality=0
r.DepthOfFieldQuality=0
r.SceneColorFormat=2
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.RefractionQuality=2
sg.ShadowQuality=1
r.MipMapLODBias=-1.5
r.Streaming.MipBias=1
r.LightShaftDownSampleFactor=4
r.TiledDeferredShading.MinimumCount=10
r.OcclusionQueryLocation=1
r.GBufferFormat=0
[/Script/Engine.RendererSettings]
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.EarlyZPass=1
r.EarlyZPassMovable=True
 
Last edited:
just wanted to add, I am back using the latest engine .ini {console variable} I was using before 3.0 it is not perfect but definitely better both for the graphic and the performance.

I improved adding some changes, thanks for the starting point.

[ConsoleVariables]
vr.oculus.pixeldensity.adaptive=1
r.Streaming.FullyLoadUsedTextures=1
r.SimpleForwardShading=1
r.TemporalAACurrentFrameWeight=0.1
r.TemporalAASamples=4
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=1.5
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.PostProcessAAQuality=4
r.BloomQuality=2
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=1
r.SSR.Quality=0
r.DepthOfFieldQuality=0
r.SceneColorFormat=2
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.RefractionQuality=2
sg.ShadowQuality=2
r.MipMapLODBias=-1
r.Streaming.MipBias=1
r.LightShaftDownSampleFactor=4
r.TiledDeferredShading.MinimumCount=10
r.OcclusionQueryLocation=1
r.GBufferFormat=0
[/Script/Engine.RendererSettings]
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.EarlyZPass=1
r.EarlyZPassMovable=True
[WindowsApplication.Accessibility]
StickyKeysHotkey=True
ToggleKeysHotkey=True
FilterKeysHotkey=True
StickyKeysConfirmation=True
ToggleKeysConfirmation=True
FilterKeysConfirmation=True
 
I improved adding some changes, thanks for the starting point.

[ConsoleVariables]
vr.oculus.pixeldensity.adaptive=1
r.Streaming.FullyLoadUsedTextures=1
r.SimpleForwardShading=1
r.TemporalAACurrentFrameWeight=0.1
r.TemporalAASamples=4
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=1.5
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.PostProcessAAQuality=4
r.BloomQuality=2
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=1
r.SSR.Quality=0
r.DepthOfFieldQuality=0
r.SceneColorFormat=2
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.RefractionQuality=2
sg.ShadowQuality=2
r.MipMapLODBias=-1
r.Streaming.MipBias=1
r.LightShaftDownSampleFactor=4
r.TiledDeferredShading.MinimumCount=10
r.OcclusionQueryLocation=1
r.GBufferFormat=0
[/Script/Engine.RendererSettings]
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.EarlyZPass=1
r.EarlyZPassMovable=True
[WindowsApplication.Accessibility]
StickyKeysHotkey=True
ToggleKeysHotkey=True
FilterKeysHotkey=True
StickyKeysConfirmation=True
ToggleKeysConfirmation=True
FilterKeysConfirmation=True

Great, what is it you like better with this setting?
 
after my modification has improved to the level of AA,

I was more curious on how you found your modification improve the graphics, improved level of AA does not tell me anything, I do not understand.:)

for now known only too much light, too much lighting, it is a bit unreal, it should have softer tones, on which parameters must you intervene according to you?

Increasing the level to epic for shadows and 120% saturation help me with the over brightness.
 
I was more curious on how you found your modification improve the graphics, improved level of AA does not tell me anything, I do not understand.:)

when he runs with other cars I see them better now, the lines are clean, the shadows as well, before they were disturbed, now I have a good compromise.
I solved by modifying this parameter:
r.TranslucencyLightingVolumeDim=3
 
also modified:
r.TemporalAASamples=32

for now with this setting goes great:

[ConsoleVariables]
r.Streaming.FullyLoadUsedTextures=1
r.SimpleForwardShading=1
r.TemporalAACurrentFrameWeight=0.1
r.TemporalAASamples=32
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=1.5
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.PostProcessAAQuality=4
r.BloomQuality=2
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=1
r.SSR.Quality=0
r.DepthOfFieldQuality=0
r.SceneColorFormat=2
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=3
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.RefractionQuality=2
sg.ShadowQuality=2
r.MipMapLODBias=-1.5
r.Streaming.MipBias=1
r.LightShaftDownSampleFactor=4
r.TiledDeferredShading.MinimumCount=10
r.OcclusionQueryLocation=1
r.GBufferFormat=0
 
also modified:
r.TemporalAASamples=32

for now with this setting goes great:

[ConsoleVariables]
r.Streaming.FullyLoadUsedTextures=1
r.SimpleForwardShading=1
r.TemporalAACurrentFrameWeight=0.1
r.TemporalAASamples=32
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=1.5
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.PostProcessAAQuality=4
r.BloomQuality=2
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=1
r.SSR.Quality=0
r.DepthOfFieldQuality=0
r.SceneColorFormat=2
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=3
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.RefractionQuality=2
sg.ShadowQuality=2
r.MipMapLODBias=-1.5
r.Streaming.MipBias=1
r.LightShaftDownSampleFactor=4
r.TiledDeferredShading.MinimumCount=10
r.OcclusionQueryLocation=1
r.GBufferFormat=0

thx ..
what settings you have in game ?
 
thx ..
what settings you have in game ?
15425318244548106185237453901566.jpg
 
I am very pleased to confirm that they make it happened and now it is possible to save/load/delete setups. Kunos definitely made my day.

It doesn't anymore. I was at first able to name a setup as test and save it for the Bentley/Misano combo.

After the hotfix, I have to create a setup in no VR to load it.
 
Hi all,

to "shed some lights" on my choices:

Some work, some don`t, some variables did never work as expected. The mighty adaptive pixel density did not work as expected. So i deleted it from the board. I also deleted the variables "Earlyzpass" and so on, because it seems, that it is activated in ACC naturally. So we do not have to add it in the engine.ini.

I added the variable vr.roundrobinocclusion=1. It`s another kind of calculating the scenes for VR. Here is a description from the Unreal Engine website:

"Round Robin Occlusion is one of the dynamic occlusion query methods to improve stereo rendering performance by alternating between one eye each frame instead of both. There is an added frame of latency to occlusion data which could result in incorrect rendering in the the periphery with the trade off being that Round Robin Occlusion saves an entire frame’s worth of queries. The trade off in savings can help most with scenes that are draw call or visibility bound.

Enable Round Robine Occlusion in your .ini config file or at runtime using the following console variable: vr.RoundRobinOcclusion=1" https://docs.unrealengine.com/Engine/Rendering/VisibilityCulling


Here you can read descriptions of variables and scalabilitys: https://docs.unrealengine.com/en-us/Engine/Performance/Scalability/ScalabilityReference

And here are ALL variables and commands listed: https://digilander.libero.it/ZioYuri78/

I also added FX.AllowGPUSorting=0 to increase the performance for calculating particle effects. For me i`m good with the following settings:

[ConsoleVariables]
vr.RoundRobinOcclusion=1
r.streaming.boost=2
r.Streaming.ScaleTexturesByGlobalMyBias=1
r.TemporalAACurrentFrameWeight=0.1
r.TemporalAASamples=32
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=1.5
r.VolumetricFog=0
r.RenderTargetPoolMin=300
r.BloomQuality=4
r.MotionBlurQuality=0
r.SceneColorFormat=2
r.SceneColorFringeQuality=0
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=0
r.AmbientOcclusionRadiusScale=1.7
r.TranslucencyLightingVolumeDim=32
r.ShadowQuality=5
r.Shadow.MaxResolution=512
r.DepthOfFieldQuality=0
r.FastBlurThreshold=0
r.MipMapLODBias=-1.5
r.HZBOcclusion=0
r.SSR.quality=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.Shadow.CSM.MaxCascades=2
r.SupportLowQualityLightmaps=1
r.LightShaftDownSampleFactor=4
r.TiledDeferredShading.MinimumCount=10
FX.AllowGPUSorting=0
 

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