VR Optimization Guide - DCS 2.5.6.60

So had a quick peek and it’s all a bit odd (of course). Here’s my quick results on a Reverb G1:

SteamVR SS % SteamVR Resolution DCS PD DCS Resolution Notes
150% 2696x2640 1.0 2696x2639 My usual
150% 2696x2630 0.5 1348x1319 Looks like lego
400% 4404x4316 0.5 2202x2158 Looks pretty good
500% 4924x4824 0.5 2462x2412 As good as My usual better fps

So the PD is altering the size of the render as SteamVR SS changes, which makes it not look like blocky lego. The relationship seems to be a linear one (it take the SteamVR SS value and multiplies each with the PD value), which explains why performance is better but not magic, as it’s doing less work on pushing pixels on the DCS side and heavily oversampling on the VR side.

fpsVR has a ‘Detect Resolution’ button you can use to get these figures when in DCS. You’ll need hand controllers active and hit the right thumbstick down to bring up the SteamVR fpsVR overlay to see it.

It’s all a bit academic for me as even with the shaders mod I get about 70-80 fps with PD 0.5/500%, so I’m not hitting a reliable 90Hz in DCS. Because I want that, I then enable reprojection that locks it down to 45 fps in-game anyway, and put up with the artifacts. It does mean I have a lot of headroom for reprojection though. The 90/45 split is pretty hard for DCS, and it’s a shame for WMR, as SteamVR and the Index have some nicer reprojection and refresh rate limits.

4 Likes