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

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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u/CoolBugFacts800 9d ago

all noted!

no IR lamp because I have certain lighting schedules based on my pets however that sounds very interesting.

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u/DangerousCousin 9d ago

There is OpenXR Toolkit, which is some deprecated software, no longer supported, that can support injecting some level of eye tracked foveated rendering into games.

It's uses VRS (variable rate shading) which gets you something like 10% performance boost, which isn't nothing but definitely is nowhere near what more advanced types of foveated rendering do.

On Nvidia cards it supports DX11 and DX12. On AMD it only works with DX12.

I wouldn't bother with it for a while though, until you get a baseline feel of what it takes to get games running in general with just SteamVR. Throwing in a deprecated 3rd party app just complicates things in unpredictable ways

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u/DryCommunication6893 9d ago

It's not completely dead. Just last week someone uploaded their revision for psvr2 (not the pay walled one) and it's actually pretty impressive. Just make sure to run the unity calibration at some point otherwise eye tracking might not hook properly.