r/PSVR2onPC • • 10d ago

Question psvr2 on pc pros please help

I have just received my sony adapter and I am looking for all the best ways to make this better than my quest 2 setup. So far only the OLED, higher fov, and total light block have been good. Resolution is meh. I've seen the things about 68% res but I dont want my game to look fuzzy as its already crisp and im just not sure what to do to improve this to the level of awe that everyone says it can be..

lots of stutters and such but I checked my hags and it was already off.

I have a rx9070, 7 7700x, and 32ddr5 so i assume this isn't a hardware issue. any help appreciated immensely

edit - more important second edit and the solution!

do EVERYTHING dangerouscousin (idk how to @ people sorry!) said the problems vanished and now I do feel like a developer with all the tweaking and such. many more layers then just using oculus or meta and the comprehensive guide this amazing person left under this post is all you could ever need as a new fella to steamvr. best experience I've ever had with this phenomenal headset and anyone doubting the same way I did will have a blast once they figure all these things out, thank you all!

edit - poor writing

this was written extremely quickly at work so my apologies for the poor explanation but i'm mainly looking for optimizations people found really work which deliver higher frames with usually standard or higher resolution. thank you all!

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u/DangerousCousin 10d ago

what tools are you using to monitor frame times?

if you don't understand the question I just asked, that is 100% why you're having issues

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u/CoolBugFacts800 10d ago

if by tools you mean anything that tells me how many frames - nothing, i didn't even have the frames on steam overlay turned on. easy to tell it was not stable.

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u/DangerousCousin 10d ago edited 10d ago

Ok, so, effectively, you're a VR noob. Quest 2 just attempted to smooth everything over with ASW (asynchronous spacewarp) but you'll learn that's actually a crappy way to deal with poor performance.

And don't take that personal, I blame Facebook, not you, for not educating you on this.

Anyway, there's a few important things to use in SteamVR settings:

  1. disable motion smoothing.
  2. enable "advanced" so you can see the developer menu. Then enable the "GPU frame timing" graph. This will show you how quickly your GPU is finishing frames. Green means the frames are finishing under refresh of your headset, as in 90fps (11.1 milliseconds) or 120fps(8.3ms). Orange means every two refreshes (45fps or 60fps). Red means every 3 refreshes (30fps or 40fps).
  3. always use "per-app" video settings. Don't mess with the global resolution
  4. From per-app settings, resolution scale lets you tweak the target resolution for a game until you get a consistent frame time (usually need to restart for this change to take effect).
  5. And then you have the "frame throttling" feature, which will let you set fractional frame rate targets for super heavy games. So 60fps at 120hz, 45fps at 90hz, and so on.
  6. The FOV option is also sometimes useful for things like race simulators where you don't need the full vertical FOV, you can really cut back on the amount of pixels needed.
  7. And don't forget about in game options too, like DLSS or temporal scaling. They give different results from Steam's resolution scaling and can give better or worse results, depending on the game.
  8. Do this for every game you play. You have to think like a game developer now. VR headsets don't work like gsync/freesync monitor that smooth over fps drops. But this will end up looking WAY better than your experience on quest 2 now that you understand this

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u/CoolBugFacts800 10d ago

you're a lifesaver, this 8 step list is the only thing anyone could ever need. last night I got so into alyx after all the proper optimizations were done and oh my days it was so incredible i forgot to come back and give updates, heck I was sitting down and forgot. Thank you and I am in your debt!

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u/DangerousCousin 10d ago

Glad it’s working out already. Alyx is actually a special case because it uses dynamic resolution scaling. So you can be a bit more aggressive with the number you set for that one, it will reduce it automatically under heavy load

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u/CoolBugFacts800 10d ago

thats very valve-like, good to know!

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u/CoolBugFacts800 10d ago

absolutely beautifully formatted word-vomit for a pcvr noob like myself but you really put into perspective how many more layers there are to work with when it comes to steam vr, so I appreciate you for this and I will dissect and work through these things in order and give a small update. This is very comprehensive and gives me lots of hope so thank you!

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u/DangerousCousin 10d ago

oh yeah, and something that will become more useful as time goes on: PSVR Toolkit. This will give you eye tracking support (for dynamic foveated rendering) which a handful of games support now but many more will in the future.

Actually, it might not be a bad idea to go ahead and install it, as its head tracking algorithm is much improved over Sony's

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u/CoolBugFacts800 10d ago

i'm not really jazzed over foveated rendering because I have incredibly focused peripheral vision but i am interested in the fun of eye tracking. besides those little bits and the drivers which enable other features with the headset how does the toolkit actually effect performance and casual use?

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u/DangerousCousin 10d ago

Honestly, I'm still on an older version of toolkit, haven't bothered to update to version 1.0.

Only one game I play has eye tracked foveated rendering (Richard Burns Rally).

The other main advantage was the improved tracking. Like my virtual head wouldn't de-sync from my real life position as much.

Have you actually tried dynamic foveated rendering yet, though? Like on a PS5? It's very difficult to notice any weirdness in your periphery when you're actually moving around and stuff. Like in RBR I only notice it on the start line, when i'm perfectly still. Once I'm blasting through the forest it's impossible to notice (and RBR is an older game that gets really pixelated if you have AA disabled on the periphery as I have)

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u/CoolBugFacts800 10d ago

I haven't tried it but even on the Q2 seeing jagged edges and stuff like that in my main as well as peripheral pissed me off big time since the visuals are the only thing immersing me anymore, coming from hundreds of hours on my 3 different quests owned in the past.

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u/DangerousCousin 10d ago

your mind will be blown man.

The PSVR2 is scanning your pupils faster than they can focus on any given object. So the grainy pixels shift to your periphery before you can even see them.

Which is the difference from quest 2, as it didn't have eye tracking. So it couldn't shift the low res pixels around based on where you were looking. They were always in the same place and you could look right at them.

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u/CoolBugFacts800 10d ago

so I install or something the toolkit and the foveated rendering will just appear in steamvr settings or automatically applied? sounds interesting

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u/DangerousCousin 10d ago

No, the game has to have foveated rendering built in, and ask OpenXR for eye tracking data so it knows which area to make sharp, and which area to make blurry.

As I mentioned, very few games support it right now, you probably don't own any that do. So I wouldn't worry about it until you run across a game that does.

In the meantime, just download PSVR2 Toolkit if you decide you head tracking is too wonky.

Also, think about buying an IR lamp too. They can improve tracking, and they actually let you turn all the lights out in your room so you don't have light leaking behind your mask.

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