Devs, what is the resolution slider *actually* doing?

Question :Pecho_Scared:

I want to have a better understanding of how resolution scaling ultimately works. I am using a Quest 2 connected by link cable, which means there are 3 different places for me to set resolution:

  1. In the Oculus software as a global setting.
  2. In SteamVR, as a global setting (resolution each eye, seems to detect what's been set in Oculus), and a per-application setting (a multiplier applied to resolution each eye).
  3. In ITR, as a resolution multiplier.

How does ITR's resolution slider and upscaling work with all this?

Let's say I have my settings as:

  • Oculus: 1216 x 1216 per eye (resolution slider at minimum)
  • SteamVR: 100% multiplier (detects 1216 x 1232 per eye)
  • ITR: 200% resolution, AMD FSR UltraQuality (internet says this is 1.3x, or 77% output resolution)

Does this mean:

  1. ITR detects SteamVR is set to a 1216 x 1232 resolution.
  2. ITR's resolution slider doubles that to 2432 x 2464 and sets it as the target resolution.
  3. FSR renders the game at 77% of this target resolution (1874 x 1897)
  4. FSR upscales the result by 1.3x (2436 x 2466)
  5. This 2436 x 2466 image is sent to the headset.

Is that right?

Posted Jan 6, 2023, 1:23 AM UTC · edited

145
Darius_ITR:Pecho_Devil: Community Manager :Pecho_Angel:•

Devs said you’re pretty much spot on in your observation. Only thing to point out is in number 3. FSR renders at 85%, not 77%.

9
RememberToBackupDataOP•

Ah thank you! I can see now in the INI files that ITR has its own presets:

fsr_Ultra1=r.ScreenPercentage 85
fsr_Quality1=r.ScreenPercentage 80
fsr_Balanced1=r.ScreenPercentage 75
fsr_Performance1=r.ScreenPercentage 65

I have another question. In the INI files I also saw

[taau]
taau1=r.ScreenPercentage 100

Does this mean that ITR's TAU doesn't do any low-resolution rendering? It skips my number 3 and goes straight to upscaling?

2
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1
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1
Kidfromtheinterweb•

Bro I gots no clue

1