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War thunder vr graphics settings8/20/2023 Your will see 45fps all the time, but this is the old form of Reprojection that doubles everything up. That's because they behave differently when you are below 45fps and when you are just above them, and again differently when you are near 90.īoth off: just don't. I must've enter the game hundreds of times to figure them out. As such, I always had between 20-50 fps in a Test Flight. I had to pump Supersampling up to 2.5, raise all game settings to max. Now you have two different options: Async and Interleaved Reprojection. Before you only had one option: "Allow Reprojection". Notice the two setting at the bottom of the image. And AMD graphics users need to wait more for proper Reprojection support. SteamVR has been incompatible with War Thunder until recently. If you encounter bugs and want to switch back to normal version, just reselect the "NONE-Opt out of all beta programs" and it will reinstall automatically.Īgain, read the news. The drivers will update automatically (after you exit SteamVR that is). Or select Properties, go to the Beta tab and select the beta option from the drop down menu. Keep your mouse on the Library label and from the drop down menu, select Tools. First, you want to keep an eye on the news. Although no longer required, these drivers get updated very often, but can also break your game(s):Ĭheck google for more on how to install the Beta drivers. And in a flight sim, you get both.īelow is information about how to install SteamVR Beta. That includes rapid head movement and rapid scenery movement. Since it "Redraws" existing frames, it will create a sort of motion blur that reduces clarity when things change a lot between frames. SteamVR tries to help you by redrawing frames so that the HMD always has 90fps, regardless of what your game actually gives it. If you thought low fps was bad on a monitor, low fps in VR will actually make you dizzy and sick. The HMD has it's own internal vsync that works together with the head tracking. They keep saying that you need 90 fps in VR. Reprojection (Give me 45 fps and I will give you 90) But as I've said, once you crank up Supersampling, the fps drops massively. And it's more than enough to play the game maxed out at 90fps in VR, but without supersampling. If I bring most settings in WT down, I get even more than 450 fps at normal HD resolution. Without VR and absolutely everything to MAX (including NVivia drivers settings), my game clocks at a 250fps on a GTX 1070. With Supersampling, everything that the game normally displays, including the game (or the card's) Antialias settings, or the game's own supersampling settings will be pushed to a higher resolution. You need to add this as wellīut this comes at a massive cost in fps. You do so by editing the "steamvr" section like below: Supersampling has to be enabled in the Steam\config\steamvr.vrsettings file for it to work. This solves the natural aliasing, shimmering, and greatly improves readability of the instruments and overall graphics quality. Supersampling forces to the game to output a much higher resolution to the HMD. While War Thunder does help us with markers for friendly units and big visible dots for far planes, making it the best combat flight sim for VR, you still need more detail than the HMD can provide. Let's face it, current HMD's (your VR headset) have a poor resolution for flight sims. The official version seems to work just fine. For the moment, SteamVR Beta is no longer needed. Almost everything has changed so, please do read on. The latest SteamVR drivers gave us a different Reprojection system and seem to have improved fps overall, so I've updated my entire old "How I got 90 fps in VR" post. I don't recommend using the new Filtering method, seems to make things look very blurry. If you could push it to 2.0, you should now use 4.0 and so on. The old Supersampling setting of 1.5 from before now means 2.2. Also, the setting is now linear, as opposed to exponential. Manually changing the config file is no longer necessary. SteamVR now allows you to change supersampling directly in the interface. If you don't want to read everything, at least look for the smiley faces for the most important part. Oculus Rift users should also check this particular post:
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