Devs, what is the resolution slider *actually* doing?
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:
- In the Oculus software as a global setting.
- 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).
- 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:
- ITR detects SteamVR is set to a 1216 x 1232 resolution.
- ITR's resolution slider doubles that to 2432 x 2464 and sets it as the target resolution.
- FSR renders the game at 77% of this target resolution (1874 x 1897)
- FSR upscales the result by 1.3x (2436 x 2466)
- This 2436 x 2466 image is sent to the headset.
Is that right?
Posted Jan 6, 2023, 1:23 AM UTC · edited
145
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%.
Ah thank you! I can see now in the INI files that ITR has its own presets:
I have another question. In the INI files I also saw
Does this mean that ITR's TAU doesn't do any low-resolution rendering? It skips my number 3 and goes straight to upscaling?
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