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Pixel Density Examples

kojack
MVP
MVP
Now that the OculusMirror tool is available, we can see the final image that is sent to the hmd after all the distortion steps. So we can now capture the actual effect of the pixel density setting in the debug tool.

For this I've used Elite Dangerous. It lets you change the pixel density within game without the debug tool. This is useful because you can't change density with the debug tool while a game is running, and restarting Elite moves the camera so the shots wouldn't match.
(My CV1 is sitting on a stool with a piece of foam holding the proximity sensor active)

Here's the Elite Dangerous hangar menu scene in 3 different density values, with layer debug panel on to see the res and density.
0.5 density (672x800 per eye):


1.0 (1344x1600 per eye):


2.0 (2688x3200 per eye):


Of course in all cases the final image is still 1080x1200 per eye. It's just the render texture used to render the scene and give to the sdk that is a different res.

Here's some zooms to look at the difference a bit easier. In each one, it's 0.5, 1.0, 2.0.
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5mdtqvdeatj4.png

I tried bumping density to 4.0, but Elite freaked out and dropped all environment textures to horrible blurry messes.

Performance wise, even with a Geforce 1080 a density of 2 gives tons of dropped frames in Elite. It's trying to render at a total of 5376x3200 after all, well above 4K. There's a heap of settings in Elite that could affect that, but I'm already running with most at medium quality.

Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
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23 REPLIES 23

nalex66
MVP
MVP
Nice. If it's not too much trouble, I think it would be informative to see a comparison that includes 1.5. I've seen a few Oculus programmers saying on Reddit that that's sort of the sweet spot between GPU load and the point of diminishing returns, and it's the value that I usually tend to use.

DK2, CV1, Go, Quest, Quest 2, Quest 3.


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Anonymous
Not applicable
Thanks for doing this @kojack it really does show the difference in clarity. As Nalex mentioned, I find 1.5 is the 'sweet spot' too for super sampling, I can't really tell after that. 🙂

Text is always where you can notice it the most, the most recent update to the Gear VR version of OH really proves this too and looks massively better.

kojack
MVP
MVP
Here's some shots from out in space (so actual GUI at game play distances, what you'll be looking at 90% of the time).

I did these ones at 1.0, 1.25, 1.5, 1.75 and 2.0 (because Elite has those as options).

(Remember, the native resolution of the rift is a density of 0.8. At 1.0 we are already beyond the native res)

vbcjepb59e69.pnggjyh0vcotdeo.pngmcl0akq5icz7.png




Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2

YoLolo69
Trustee
That's great what you did here Kojack, lot of persons don't perceive the effect as it could be subtle and often they have to exit a game, change setting and relaunch so you don't compare something side by side but try to remember how it was with the previous setting, and so they conclude PD don't have any effect.
Very helpful 🙂

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Shadowmask72
Honored Visionary
Not just a pretty moderator.


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cybereality
Grand Champion
Thanks for this. Lots of people don't realize setting a 2.0 is really rendering at 5K resolution.
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shadowfrogger
Heroic Explorer
Really awesome stuff. It'll be interesting to put this side by side to nvidia lens matching. I don't think any games use it yet.
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FlakMagnet
Adventurer
Very useful! Something seems to 'snap' at 1.5 where the image goes from appearing to be slightly 'fuzzy' to 'crisp'. Or is it just me :smiley:

Calmfixup
Heroic Explorer
So I set the density to 2.0 for Elite with the debug tool before, not knowing that there was an option in their menu, and it gave me that whole lo-res texture thing and I never bothered to try it again. Oops.

>.<