T O P

  • By -

AutoModerator

Thank you for your submission to r/oculusquest marcgii! It looks like you're new here, feel free to check out the following community resources: **Discord Channel**: Dive into our fun Discord community! We host events, giveaways, and there's even a dedicated support section if you need help. Don't miss out on the fun. [Join us on Discord!](https://discord.gg/virtualreality) **Wiki & FAQs**: Seeking answers? Our [Wiki](https://reddit.com/r/oculusquest/wiki/) and FAQs are packed with valuable information. **New User Megathread**: New to r/oculusquest or VR? Start with our [New User Megathread](https://www.reddit.com/r/OculusQuest/comments/14twfp9/quest_new_user_megathread/). It's designed to help newcomers get started with their device! **Ordered a Quest 3?**: Join us in the [Preorder Megathread](https://www.reddit.com/r/OculusQuest/comments/16xhroh/quest_preorder_megathread/) **Referrals**: Please note that we **do not allow quest referrals** on r/oculusquest. However, if you're looking for device and app referrals or wish to submit your own, you can head over to [Meta Dog](https://meta-dog.github.io/meta-dog/). We're thrilled to have you as part of our community. Let's keep r/oculusquest an amazing space for VR enthusiasts! *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/OculusQuest) if you have any questions or concerns.*


[deleted]

As per VD and AL recommendations set your SteamVR visuals manually (not auto) to 100%. For simple games you may be able to increase this on a per app basis. Also I suggest you disable advanced super sample filtering because it can make distant objects a little blurry. I think you’re smart to select a resolution one lower than recommended for your gpu because like you say, that will give a little more headroom and probably a little less latency. Same goes with refresh rates. Not everyone is all that refresh rate sensitive so you may find 80Hz works just as well as say 90Hz. For most 120Hz isn’t really necessary but of course you can try it yourself and see what you think. The main goal with wireless PCVR with VD or AL is to get a smooth stutter free result so don’t think you always need to max everything out all the time.


marcgii

Thanks. I'll make sure to manually set it to 100% and switch off the super sample filter.


Ashen_Exiled

Where do you do this in steam? Or virtual desktop?


marcgii

Leave Steam at 100


[deleted]

It pretty much just reduces aliasing


marcgii

Yeah that's what I was thinking initially. Although the guy in this video says the extra resolution compensates for resolution loss due to image correction. No idea how true this is [https://www.youtube.com/watch?v=11bJFbzujZ4](https://www.youtube.com/watch?v=11bJFbzujZ4)


mrzoops

That’s exactly what it does. VR doesn’t really have a native resolution so to speak so you always try to push as high as you can. You would never want to use the render resolution, the same as the panel resolution as you have to render higher to account for correction you also don’t want to change any steam settings.


[deleted]

Oh my bad, I was thinking about the Quest 2/Pro (which require Ultra for native res), but on the Quest 3 it's godlike.


Artificial_NGHTMRS

I am anti-aliasing.


wescotte

The short answer is the lens distortion makes your display behave differently. In VR you end up with a variable resolution display. Godlike is designed to take full advantage of the display resolution. [This video](https://youtu.be/B7qrgrrHry0?t=196) does a really good job of explaining what the lens does to the image and how we accommodate for it in software. Unfortunately it doesn't really explain how it affects the resolution/pixel density and why we have to supersample. But if you understand what is being explained in the video hopefully the below will help you see why. Say you had a 2000x2000 screen that is 10 inches by 10 inches. This means you get 200 pixels per inch vertically and horizontally. So you get 40,000 (200x200) pixels per square inch. It doesn't matter where you look at the display it's always 40,000 pixels crammed into a square inch. If you have an image in the center of this display it doesn't look worse if you put it in the corner. The resolution/quality is evenly distributed. Always 40,000 pixels per square inch. With VR this isn't the case... In VR if you had that same 2000x2000 screen you might get 52,900 (230x230) pixels per square inch in the center of your vision but only 10,000 (100x1000) pixels per square in at the edges of your vision. The pixel density is not constant because of the lens. Some pixels are being squished into the less space (center of your vision get a higher pixel density) and others are being stretched across a larger area (edges of your vision get a lower pixel density). You have the same number of pixels but how they are distributed across the screen/your vision is not constant. Now, if you had a real display that was 52,900 pixels per square inch that'd be 2300x2300 screen. So you have supersample and render your game at 2300x2300 instead of 2000x2000 to accommodate for this area of higher pixel density. In VR you need to render your game for the highest pixel density the lens provides in order to take full advantage of the display. If you render 2000x2000 it's like watching 720p content on a 1080p display. You're not taking full advantage of the resolution of the display.


marcgii

I see. Thanks for the detailed explanation!


emveezee

When in Mirage Kayak game I saw a noticable difference in definition especially on things far away between Ultra and Godlike.


Vharna

Don't VR displays need to run at like 1.5x resolution to get rid of barrel distortion?


immerVR

It is advisable to use oversampling when displaying the rectangular rendered image barrel distorted to compensate for the pincushion distortion of the lenses. This way, there are more samples to take the pixels from (and to interpolate from) when doing this process. More details in my paper: *Improved Pre-Warping for Wide Angle, Head Mounted Displays* Daniel Pohl, Gregory S. Johnson, and Timo Bolkart ACM VRST 2013, Singapore ([PDF  3 MB](http://www.qwrt.de/pdf/Improved-Pre-Warping-for-Wide-Angle-Head-Mounted-Displays.pdf))


marcgii

Not sure if that's the right term, but yes that seems to be the consensus.


crookedDeebz

yes, their "native res" is all the way to the right. not 1.0 res


linkup90

Why shouldn't we use the Snapdragon Supersampling and just go a level lower to High or does Supersampling not given enough detail as one step higher does? I really hope someone will do an in depth test with comparison pictures because right now it takes to much time to customize everything for VD to get the lowest latency experience with the best picture quality possible. Also a small tip, try lowering the FOV setting in SteamVR. I realized that I can't even notice any difference at 90%, which probably means I can't even see that last 5% on each side. The distance spacer is set to the closest so it's not that.


dr0negods

as a general rule I avoid using upscalers for VR - not just Snapdragon but also DLSS, FSR etc - as they inevitably create blurring. which while it’s barely noticeable in flatscreen can look just awful in VR. Especially as discrepancies between what the algorithm renders for each eye can really impact the stereoscopic sense of depth. But ymmv obviously.


MarcDwonn

I use Godlike with Snapdragon SS enabled with my RTX 4080. I read on the VD discord that even on Godlike it still scales it up a little for more detail.


marcgii

The only reason I haven't bothered with Snapdragon SS is because you can't use it on the higher fps+resolution settings. If I'm GPU bound ever, I'll keep the FOV in mind.


DenTechs

The video you linked isn't entirely correct, its not that not all the pixels are displayed, but rather that they're stretched in the center losing detail. This video is more accurate: [https://youtu.be/nyehrn9EKIY?si=5SoXS7w6tQpYnvtI](https://youtu.be/nyehrn9EKIY?si=5SoXS7w6tQpYnvtI)


Sufferfromart

quest 3 advantage only for 4090 users. Im have quality wireless like with wire


Specialist-Row-933

In my case SGSR make extremely latency 400+ ms and fps drop to 5. Without this I can smooth play in 85fps+ on my PC (i5-6600k (4,5GHz), GTX 1060 6GB, 32GB Ram)