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Help with Debug Tool and Half Life Alyx please

TheTonaZTheTonaZ Posts: 44
Brain Burst
With my Quest changing pixel per display, encode resolution, or curvature seems to do nothing in SteamVR games.
For example in Half Life Alyx i can't raise the resolution. Do i have to do something also in SteamVR settings? 


  • RuneSR2RuneSR2 Posts: 4,891 Valuable Player
    Alyx auto-adjust resolution (super sampling) depending on your rig's performance. Try to use "Low Fidelity" if you're not already using that - forcing High or Ultra Fidelity may reduce resolution a lot - at least using normal PCVR hmds like the Rifts.
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • KarstenS80KarstenS80 Posts: 91
    Hiro Protagonist
    edited March 27
    I see a huge difference when increasing the EncodingWidth.

    Currently I would like to know which values for render and encoding resolution would fit native display resolution at best.

    From what I can see with different glasses, the rendered frame is not just the area that gets currently shown. Every frame also has an "buffer" around it for a specified amount of head rotation without the need to render a new frame for this and to keep head tracking at least in 3DOF smooth, even when the FPS are not optimal. So setting the value to the native display resolution would not be the shown in the native display resolution. You only see a piece of it like in an 180 degree video.
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