VR Discussions, Questions & Feedback

Discussion in 'Automobilista 2 - General Discussion' started by Heitor Facuri Cicoti, Apr 5, 2020.

  1. WizL94

    WizL94 Active Member

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    Can confirm: TAA in VR looks better (great job @Cas thank you!) but my main problem with it still exists - head movement causes TAA to "break" and makes the whole image extremely sharp (= non-antialiased) for half a second.
    To see this effect just jump into a new session on Road Atlanta and move your head in the pre-session-screen. For me, hundreds of white pixels in the treeline become visible as soon as I move my head. Increased sharpness settings make this effect worse.

    If somebody uses VR and does not have this problem I would like to hear their settings as I am a big fan of TAA. I run a Quest 3 on 90% resoluiton 120 Hz via Virtual Desktop at 400 Mbits/s. In-game-supersampling is at 1.0. I tried disableing synchronous spacewarp, additional sharpening and buffering in Virtual Desktop but TAA still broke in AMS2. Maybe it has something to do with the number of pre-rendered frames in the AMS2 settings? Or I have to try higher resolutions at 72 Hz? So many questions, so little time to test it all. :confused:

    Edit: I used OpenComposite to run AMS2 VR via OpenXR instead of SteamVR - don't know if that makes any difference for TAA.
     
    Last edited: Jan 15, 2026 at 9:25 AM
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  2. 2ndLastJedi

    2ndLastJedi Free speech matters AMS2 Club Member

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    I've not noticed the head movement causes TAA to break, so loaded into RA with my normal settings and I see nothing of what you mention. If anything head movement creates motion blur, like my screens cant keep up, very minor but like TAA blur is exaggerated with fast head movement. But really the image is smooth and clear with only minor motion blur.
    This is 100% resolution scale in Pi Play (so 5100x4300 per eye) with TAA on with sharpening at 150 @90Hz.
    AMS2 is looking better than ever atm. I wonder if it's a Q3 issue? Does this issue go away if using other AA solutions?
     
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  3. Xenix74

    Xenix74 Active Member

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    Perhaps it's due to the foveated rendering setting?
     
  4. WizL94

    WizL94 Active Member

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    But my Quest 3 has no foveated rendering :(
    Two other ideas: I cropped my VR image in the Virtual Desktop settings to 90% vertical an 60% horizontal. This could cause issues with TAA I guess.
    And: I set the display resolution in AMS2 settings to 720p (since it does not effect the resolution of the VR image, only the 2D mirror). BUT I noticed that some textures (clouds, dirt, damage) are very low-res even with all other settings (particles, cars, track) on high. Even the UI has some visual glitches with this low display resolution so I will try to crank it back up.

    Side note: Tested the blue-flag-AI in a multiclass race yesterday and it was an amazing experience. I often forget that I am in an offline race. Thank you Reiza for the never ending supply of adrenaline and
    endorphine. :D
     
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  5. Xenix74

    Xenix74 Active Member

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    The OpenXR Toolkit also supports foveated rendering on the Q3.

    I have a similar setup to yours: Q3, VD, Open Composite, OpenXR Toolkit, cropped to 50/89, VDXR, H.264+, 500 Mbps, 90 Hz, passthrough for mixed reality, even slight foveated rendering, VD video buffer off, VD SSA off, VD Snapdragon SS off, Ethernet cable instead of Wi-Fi, VD pre-sharpening set to 80%. In-game, TAA sharpness is set to 200. Driver settings are standard except for High Performance.

    But I haven't noticed any such errors with TAA.
     
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