Good evening, Is there anyone using Oculus Rift that can suggest or post graphic settings so that VR can run smoothly. Thank you.
Thanks for sharing, got to try it soon. What in-game settings do you use? Oh, and what HW do you have?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
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:
For me it seems, that i got a lot less flickering in my viewfield. The flickering on the dashboard seems to be gone.
thanks for the continuous updates that signals us, specifically this addition what improves?Good morning,
found some pretty interesting variables for VR, but as i am at work at the moment and on family holiday this weekend, i'm not able to validate if these variables will work in ACC:
vr.InstancedStereo=
vr.LensMatchedShading=
vr.MultiRes=
vr.SinglePassStereo=
vr.MGPU=
These variables seem to be Nvidia Graphics Cards only.
Maybe somebody got some time testing these commands seperately wether on (1) or off (0). I hope, that Lens matched shading will gain performance.
thanks for the information, I will do some tests and I will let you know.For my liking, i added motion blur. It tends to smoothen everything a bit, but maybe it`s just my brain.... . If you also like to have motion blur activated in vr, add vr.AllowMotionBlurInVR=1 and enable Motion Blur in ACC settings
For my liking, i added motion blur. It tends to smoothen everything a bit, but maybe it`s just my brain.... . If you also like to have motion blur activated in vr, add vr.AllowMotionBlurInVR=1 and enable Motion Blur in ACC settings.
So, without having AllowMotionBlurInVR in variable console, motion blur setting in ACC does nothing in VR?
Hello and THX ...do u also have external settings Like Oculus tray tool or debug tool ?and the in game settings overwrite the engine.ini settings?Imroved performance by adding r.AOquality=0 and r.LensFlarequality=0.
[ConsoleVariables]
vr.RoundRobinOcclusion=1
r.Streaming.FullyLoadUsedTextures=1
r.TemporalAACurrentFrameWeight=0.1
r.TemporalAASamples=8
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=2
r.VolumetricFog=0
r.RenderTargetPoolMin=350
r.BloomQuality=4
r.AOquality=0
r.LensFlareQuality=0
r.SceneColorFormat=2
r.SceneColorFringeQuality=0
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=0
r.AmbientOcclusionRadiusScale=1.7
r.TranslucencyLightingVolumeDim=16
r.ShadowQuality=4
R.DFshadowquality=1
r.Shadow.MaxResolution=512
r.DepthOfFieldQuality=0
r.MipMapLODBias=-0.8
r.HZBOcclusion=0
r.SSR.quality=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.Shadow.CSM.MaxCascades=2
r.LightShaftDownSampleFactor=4
r.TiledDeferredShading.MinimumCount=10
FX.AllowGPUSorting=0
For my liking, i added motion blur. It tends to smoothen everything a bit, but maybe it`s just my brain.... . If you also like to have motion blur activated in vr, add vr.AllowMotionBlurInVR=1 and enable Motion Blur in ACC settings.