So i have spent hours on every SS between 1.0 and 2.0. I have confirmed anything over 1.5 or 1.6 is not worth it on the Rift S as it becomes to jaggy depending on what sharpness you are using. However I can't tell whether it's better to use Oculus Debug Tool supersampling known as Pixel Over-ride or the in-game supersampling, comparing each increase on each one makes me thinnk the debug tool provides a better visual appearance but it could just be placebo. Anyone got any experience on where they are at with the RIFT S in vr with a 3080 ?
I don't have a Rift but I don't think in game SS works (not tested in months though) so I leave on 1. I use 130 SS in Steam, any more than that and I don't see any improvement. The biggest boost to VR image in my opinion is MSAA on high so I use that.
Thanks for the reply, I can confirm it does work. Also I've had a breakthrough since, so I said anything over 1.6ish will cause alot of shimering in the distance, well the in-game SS actually supersamples everything close and then slowly does it less the further away, this is actually amazing way of supersampling I didn't know it was doing this until I reset the sharpness. WOW, whoever at Reiza thought to do it this way is a gamechanger and genius. I put it on 2.0 in-game now, and then sharpness only about 0.5 probably lower by the time I finetuned, now all the cars directly around me look the crispest I've ever experienced! while the distance although not crisp is no longer shimmering with whatever the ingame SS code is doing. So happy right now.
This is helpful, I've not fiddled with graphic settings for months but was inspired too now. Reduced MSAA to medium and put SS to 2.0 and like you say close up stuff is really sharp, plus my frame timings dropped loads, and it looks better at night.