runs steamVR environment with ease. smooth frames on upscaled mode. i'll be trying no mans sky later.
https://www.3dmark.com/3dm/31948599? that's my system at a glance. 8kx is more forgiving than i thought.
very glad i decided to hold out for 8k x instead of 5k+. well worth the wait, especially since my hardware can run it lol
*edit - runs fine on native 4k per eye aswell unless the settings are misleading. see my most recent comment below.
No Man's Sky settings update:
You can achieve, near perfect, unblurred render quality for distance / lods with vega 64.
*the trade-off in this case is pitool field of view. just imagine you're looking out of your helmet. it's not that bad honestly considering how large a small fov really is for the 8k x.
• texture quality: high (welcome to try ultra though)
• world quality: ultra
• texture filtering: max it out to 16x
• leave everything else to standard or off and gradually step up these other settings one at a time as/if you see fit.
(i setup a game settings profile in pitool for this since small is less than ideal for other things)
• field of view: small (trust me it's not that bad for the visuals and stability we need to achieve)
• render quality: 2.0
• gpu catalyst: 1.0
• smart smoothing: on
• hidden area mask: on
• compat parralel project: off
• vive only compat: off
• panel mode: native
• render resolution: auto
• advanced supersampling filter: off
• overall render quality: high
amd radeon software / radeon adrenaline software settings:
(i actually made a game profile for nms for this aswell but might make it standard global)
• *** anti-aliasing: ENHANCE APPLICATION SETTINGS (override didn't work well or at all for me in nms vr)
• ***anti-aliasing method: ADAPTIVE MULTISAMPLING
the rest of these settings i'll list i haven't tested one by one but i think they're a nice thought
• radeon anti-lag: enabled
• radeon image sharpening: enabled
• sharpness: 100%
• radeon enhanced sync: enabled
• **morphological anti-aliasing: enabled (i turned this on for giggles but the nms render looked great so i'll just leave it like it is despite this not working in vulkan apparently)
that's it for basic settings setup. im not going to get into clocks and system settings and all that non-sense. i have no idea how relevant it would be anyways.
well, hope you all enjoy the great, smooth, clear No Man's Sky! tweaking is the future! (until big navi)
Wow a lot to digest, and very useful info. Thanks a bunch Justin. I'm going to copy your reply for when I get my 8k.
Thank you so much. I'm grateful for your reply. Basically, on older gpu's, or gpu's that have lower gaming potential like the vega 64, the pitool render quality is your main setting to adjust based on how render intensive the game youre are running is. skyrimVR is a lot less render intensive than no man's sky (per my experiences with 8k x), so for skyrimVR you can crank up those render quality levels to get rid of any distance blur.
im about to test no man's sky with my skyrimVR setup below just to see how it fairs, but im pretty sure i'll notice a lot of render quality problems.
SKYRIM VR without any stutter whatsoever and un-obscured detail on vega 64 / vision 8k x with native 4k per eye (upscaled mode is borked for me as it seems to show mutliple other tiny panels in the extended fov area in addition to the primary render):
pitool common settings (individual game setting profiles unchecked):
pitool field of view setting: normal
pimax render quality setting: 2 (max)
pimax gpu catalyst setting: 1.0
compat parallel projections: offd
smart smoothing: on
hidden area mask: on
compat vive only game: on (not sure if this matters at all for skyrimVR)
steam vr settings:
advanced supersampling filter: off
overall render quality: high
amd radeon global graphics settings (i haven't been using game profiles recently):
radeon anti-lag: enabled
radeon image sharpening: enabled @ 50%
radeon enhanced sync: enabled
radeon display tab settings:
hdmi link assurance: enabled (not sure if this matters for skyrimVR)
pixel format: YCbCr 4:4:4 Pixel Format (not sure if formats matter for vr headsets or skyrimVR)
overrides - HDCP Support: Disabled (not sure if matters)
state6 (min) - 1632 mhz - 1000 mV
state7(max) - 1682 mhz - 1000 mV
(can['t edit hbm state0-state2, and i usually have state3 as min/max, but had state0 as min during the skyrimVR test so im conveying state0 as min to match)
hbm state3 (max) - 1050 mhz - 1000 mV
power limit % - 0.0
30c - 45rpm
35c - 60rpm
40c - 70rpm
45c - 80rpm
50c - 100rpm
skyrimVR in-game settings:
dynamic resolution: off
shadow quality: low
temporal anti-aliasing: off
turning mode: smooth
snap transiton: gradual
fov filters: off / off (unless you like it, but i find it a distraction and un-necessary)
i personally like the brightness pretty low and all the fade distances maxed. i dont know if disabling tree/actor lod's is a good or bad thing.
motherboard bios settings:
ram oc to 4k
memory interleaving: off (not sure if it matters)
amd cool and quiet: off (not sure if it matters)
pci-e lane speed setting: pci-e 2/8x (i dont think it matters but just incase. just testing really and it's working fine)
various other mobo tweaks but none i would consider important or worth remembering such as iommu etc.
hope this helps someone with great skyrimVR experiences!
• pitool version v22.214.171.1241
• headset firmware v126.96.36.199
• windows 10 version 10.0.18363 build 18363
• ax370-gaming k7 mobo with amd chipset drivers from gigabyte version 19.10.0429 only using gpio driver for promontory
• then using amd's adrenaline driver software package version 20.8.2
the gigabyte amd chipset driver supplied windows with a balanced power plan for ryzen. i cranked the slider all the way up to performance in windows power setting before going in to edit the actual power plan. i'd never noticed that slider was there.
after reinstalling windows and disabling the device setup manager service before any and all driver installations, and then undervolting gpu/vram all to 900v (using gpu state 1 as minimum stage & vram state 3 as min/max *** all frequency clocks are standard, i only edited the voltage values) and max 50% power limit through radeon adrenaline driver software im extremely stable with vision 8k x with large fov at native 4k per eye , on vega 64 air cooled gpu (i may have flashed the gpu bios to use watercooled bios idk if i reverted), at render quality 1 and 0 gpu catalyst in pitool settings with smart smoothing on and the other options off under common settings. i have the other program settings (for things like steamvr or no man's sky) turned off, so that the common settings default to all.
to note: amd adrenaline software settings had surface format optimization on, aswell as hdmi link assurance. surprisingly i didn't have gpu scaling on. those are literally all the engaged adrenaline settings i have on at the moment. everything else is off or program defaults.
concerning steamvr i have turned off the advanced supersampling filter and steam vr home (steamvr is an obviously preferential though it looks amazing. i seen a butterfly!) I left steamvr render quality at high and render resolution to auto.
as far as no man's sky's in-game settings i run textures and draw distance/world settings to high or best (high seems enough), shadows and other things in the middle generally to enhanced or standard because they're not that important to the overall look. texture filtering to 16x, and as far as the jagged edge smoothing feature that is your preference as without it you have jaggies but it's clearer render, but i find either taa to low or taa+fxa to my liking.
the only setting that makes my vr render start to get choppy frames is hbao setting (ambient occusion for the simulation of real shadow). i find that low is enough to make the scene feel more immersive. anything above that seems to affect the sky more than the ground in my few tests.
when i first started testing the headset my win10 os setup was obviously very different because the vr render wasn't as stable, the gpu wasn't as cool, and the os environment was generally more chaotic in regards to drivers and render pipeline passthroughs.
i think further distant lod quality or general render fidelity can be improved in NMS via ini edits or mods since the vr was designed to accomadate really sad vr headsets, unlike the superb pimax headsets like vision 8k x or 5k. im sure other games like hellblade will shine with this setup.
idk if i missed any important info or not. oh, i usually kill all page-files in windows and turn off the hibernation feature through a command prompt script, but so far it's running great so im going to leave it on for now.
cheers from an all amd system with the worlds very best vr headset!
oh, i forgot my amd adrenaline custom fan settings. one should really let those fans run to save the life of this particular gpu.
prepare thy over-ears headphones xD
30 degrees - 45% rpm
40 degrees - 55% rpm
45 degrees - 70% rpm
50 degrees - 85% rpm
55 degrees - 95% rpm
no man's sky runs fine on vega 64 system mentioned above on upscaled mode. the details of the textures is a bit soft and obscurred, but it runs. im having issues with the current version of pitool. im going to regress to a previous build, over-clock the gpu, enable gpu scaling, and oc my ram back to 4ghz and then retest. ive also had odd phenomenons such as steam vr not opening the settings window. it will open the steam develeper options but not the standard options. maybe pitool regression will fix this? odd issues. perhaps its windows interfering.
edit - upscaled mode isn't fine. it has extra panel's or something in the extended 'large' render area whereas native 4k doesn't. this is probably a pitool version phenomenon, or maybe a variable i haven't retested since changing my setup.
using radeon anti-lag and radeon image sharpening, gpu scaling, a standard hd desktop resolution, custom gpu profile for fan/min&max gpu&vram settings and downgrading to pitool v188.8.131.522 im able to run the vision 8k x at native 4k per eye with no stutter at all and decent visuals in no man's sky with a pitool render quality setting of 1.0 on large field of view (smart smoothing and vive compatible options are on at the moment)
my gpu seems to be between 50 - 80% utilization in the pitool vr home (space/moon simulation). i suspect i may have a bit of room to upgrade the pitool render quality.
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|Asked: 9/4/20, 11:35 AM|
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|Last updated: 9/11/20, 4:58 PM|