Discussion in 'Article Discussion' started by bit-tech, 15 Mar 2018.
I hope this works.
Graphics drivers sometimes have "optimal" settings that they provide to users, but I always found them to be quite crap.
It's a bit of missed opportunity that this is effectively a pre-baked look-up-table of cards and supersampling factors set at SteamVR startup, rather than dynamic eyebuffer resolution scaling based on available GPU performance capacity (which SteamVR already monitors frame-to-frame for triggering their version of TimeWarp). That is a well-known technique used for console games, and was demonstrated all the way back with the DK1 and early builds of UE4 (and is an official feature in Unreal Engine on OVR).
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