Nvidia VRSS has just been released with the latest Nvidia Geforce driver update. It is believed to improve the visual quality of VR games on VR PC headsets without affecting performance. In this video guide, I will show you how to activate VRSS and find out if VRSS is a game-changer for virtual reality ...
timestamps;
01:43 - What is super sampling?
03:51 - What is Nvidia VRSS?
04:45 - VRSS vs fixed foveated rendering?
05:10 - What is the dynamic rendering created?
05:30 - How to activate Nvidia VRSS?
07:01 - Nvidia VRSS test with Boneworks
08:30 - Conclusion of Nvidia VRSS
10:00 am - Nvidia VRSS recap
Download the Oculus Tray Tool here;
https://www.reddit.com/r/oculus/comments/5okoju/oculus_tray_tool/
VR games supported by VRSS;
Battlewake
Boneworks
Warriors of Eternity
Hot Dogs, Horseshoes and Hand Grenades
In Death
Job Simulator
Killing Floor: Incursion
L.A. Noire: VR case files
Lonely echo
Mercenary 2: Silicon Rising
Pavlov VR
Raw data
Recording room
Rick and Morty: Virtual Rick-ality
Robo recall
SairentoVR
Serious Sam VR: The last hope
Skeet: VR Target Shooting
Space Pirate Trainer
Special Force VR: Infinity War
Spiderman: far from home
Spiderman: Homecoming - Virtual Reality Experience
Talos Principle VR
The Soulkeeper VR
Let me know what you think of VRSS in the comments below, have you tried it yourself? Have you noticed the difference? Did this affect performance? Or maybe you don't have one of the latest graphics cards to take advantage of VRSS? I would like to know in the comments below ...
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#NvidiaVRSS #VR #VirtualReality.
Bro I can’t even afford a gtx 1080ti
ReplyDeleteHello! If you're a VR fan, just know that I love and respect you!
ReplyDeleteFunny my experience has been the exact opposite... I have played quite a bit with VRSS enabled Raw Data, Boneworks, Robo Recall... At first I was underwhelemd as well, but then i started to notice in a few places in Boneworks it DOES look better, and i kept wondering to myself if it really is better or im thinking that because I am anticipating it, but at least performance didnt seem to change (although i have a much weaker PC than you, i7-6700, 16GB, RTX 2070 Super, SSD, Rift S)... But Raw Data and Robo Recall, I DEFINITLY can see see a huge improvement in the way it looks... I am still actually shocked at how good Robo Recall looked and that it never looked so crisp and alive!! Same with Raw Data, shadows and color and lines and how everything looked were so good, in turn making the game even more immersive. That being said my experience was on a Rift S... Do you think the index was just sucking up all your headroom? .. I was actually waiting to hear your (and EricForPresident's) take on VRSS since the day it launched as I tried it the minute i found out about it, and cant stop thinking of when they would unlock this feature on all games, or just some more. Wonder how Elite Dangerous or The Climb would look/perform with VRSS, and when they would just add more games, but if peoples experience varies that much, it may be a little while ...(still surprise your experience was the exact opposite of mine, curious if you try VRSS with your Rift S if youd have the same experience) .. In Death is next on my list to try with VRSS tomorrow
ReplyDeleteDoes anyone click on the video thinking it’s jacksepticeye because they look kinda similar on the thumbnail
ReplyDeleteAm I the only one that heard Mike opinion instead o my opinion?
ReplyDeleteI own an rtx 2080 and am updates to this latest 441.87 driver but there is no VRSS option whatsoever anywhere? Online search shows no results,c an anyone hep me out please☺?
ReplyDeleteI have a dell XPS laptop that I bought for reasons not for gaming. Is there any way I could make it VR ready? I’m thinking about getting into VR
ReplyDeleteVRSS works fine with a GTX 1660
ReplyDeleteowns an amd card
ReplyDeleteThis is going to be hard buying a top end AMD card in the future, AMD need more VR stuff like this. I intended to get a Pimax 8KX at end of year (or PSVR2/Quest2, whatever). That headset is going to need a SERIOUS GPU.
ReplyDelete5:41 you pronounced the 2080TI wrong.
ReplyDelete*E: Side note, I have tried VRSS in BONEWORKS, and while I noticed no benefit, I didnt suffer any downside either :S
*E2: 1 more edit! You keep saying pricey RTX cards, you do know this is all of turing - ie GTX16 series also, so you dont need a pricey GPU to get this feature. Also you say it only works in a handful of titles, there are ways to enable this in a much wider set of games - google it.
Is it just me or do the comparisons with VRSS look worse and blurrier than the originals?
ReplyDeletedo rtx variants like the 2070 super work?
ReplyDeleteCheez
ReplyDeleteCheez
ReplyDeletei dont see why NVIDIA cant do this for my 1080 ti atleast
ReplyDeleteI have the the rift s so If I use the oculus debug tool
ReplyDeleteWill I need to do the same
In steam Vr or just one of them
When i tested it on Robo Recall i got a really good imagequality an no framedrops at all.
ReplyDeleteJust a small question, in terms of daily usage, what would you say is your go-to headset?
ReplyDeleteMaybe it’s just me, but I can’t see a difference in the comparison stills of vrss on and off
ReplyDeleteDOWNLOAD RIGS MECHANIZED COMBAT LEAGUE
ReplyDeleteI would do this again without turning MSAA to 8X. MSAA has always been extremely taxing.
ReplyDeleteMe being all excited to watch this video :)
ReplyDeleteMe realizing I have a 1070ti :(
O well, its nice to know they still have a focus on it, even if it isnt working great yet
Can you update us on the oculus quest please
ReplyDeleteWouldn't it be better to have the rendering always on? With adaptive itd constantly be flip flopping between the rendering causing the fps drops would it not?
ReplyDeletei may hold off now for getting an RTX 2080 or something.
ReplyDeletecause this feature doesn't seem to work properly.
i'm gonna stay on my GTX 1080 for now.
Wait do you think your problems with VRSS were due to you cranking up MSAA? Just a thought. If VRSS was directly related to MSAA, wouldn't that mean VRSS is your AA replacement and you would want to turn MSAA off completely?? Also, in your base test (no VRSS) was your MSAA also 8x to make the test consistent?
ReplyDeletegreat work mate VRSS is not helping at all for now i find that VRSS off looks better too
ReplyDeleteAlmost 200k!!
ReplyDeleteThese are the types of informative videos we need... Best settings for all different layered apps , device mods, etc..
ReplyDeletethe way this guy talks makes me think hes telling me everything's going to be okay, just relax, while he slowly cuts my limbs off one by one
ReplyDeletewhen you have a radeon 5700 xt
ReplyDeletenice tech, sad it is nvidia, and in general peoples use amd vga , well at least in my region, was in lan party not long time ago and seen like 80 % amd gpu , and like all nvidia tech , it probably won't be used a lot or simple die
ReplyDeleteWhene you get a oculus rift s d we get asgard game for free
ReplyDeleteHey, you did it wrong. Can you redo this video with possible retraction doing it properly? Basically, adaptive doesn't adjust the LEVEL of supersampling, just the SIZE of it (the foveated region). And, to be frank, anything over 2x is probably not going to have any visual impact. The level of supersampling (2x, 4x, 8x) is determined by your MSAA multiplier. So what you did was set your multiplier to an ABSURD 8x supersample which was going to drop frames even at its smallest and only cover the centermost area. If you try using 2x, you should see the same effective quality but with possibly perfect frametimes. 4x might have some benefit but I suspect 2x is going to be the sweet spot for games like Boneworks that are hard on GPUs as is.
ReplyDeleteJust checked and the option is there on my 1660TI laptop, hopefully it gives a boost to Boneworks
ReplyDeleteQuick tutorial?
ReplyDeleteThis is a horrible idea. I rarely ever look straight ahead when I'm playing in VR.
ReplyDeleteYou raise it to 140% or 200%, you raise it by 40% or 100%.
ReplyDeleteWhat will the community recomend for primary pc vr? Quest or rift s?
ReplyDelete8:35 A comment I read once summed it up perfectly why FPS is so important in VR. It was a Star Trek TNG video and people were freaking out in comments how it looked "too real" because it was 60 FPS instead of 25-30 FPS. One commenter then said, "It looks like I'm on the set watching them record Star Trek TNG instead of watching Star Trek TNG." I feel like those moments you're in a VR game and the graphics are great but you don't feel like you're IN the environment and you can't quite put your finger on it, it's usually because either the FPS is too low or the post process Anti-Aliasing is too aggressive (too blurry), giving you that subconscious "awareness" that you're looking at a screen instead of the mental sensation of looking at "RL".
ReplyDeletehey why didn't you ever review the lenovo solo mirage, htc vive foucus or htc focus plus.
ReplyDelete100% SuperSampling is not required (like he said in the video). You can reduce the supersampling under 100% and use 8xMSAA with VRSS and your gpu could hold 90fps...
ReplyDeleteAre you sure you did that right?
ReplyDeleteWondering if all you ended up doing was comparing no SS to normal 8x MSAA, rather than use VRSS.
Did you try leaving your 8x MSAA enabled in Boneworks, but disable the VRSS option in nVidia, does that make a difference? (Proving whether you were using VRSS at all)
Unless you have eye tracking this will just make the picture worse no? We are not constantly physically moving our heads around to look at a sweet spot, much of the time we flick our eyes around the screen space - which will now be blurry...
ReplyDeleteFoveated tracked eye rendering will be the game changer me thinks...
Hey, Mike! Thanks for the video, but your understanding of VRSS is not correct. It is not a dynamic supersampling (even though thats how they called it). It is a dynamic MSAA. So if you have it on and then you have MSAA in game set to, say, 8x, the difference it makes is rather than apply 8x MSAA to the whole image it instead applies it in the middle and the size of the circle depends on performance headroom available. That is why you havent seen much image improvement because at 1.5 traditional supersampling MSAA doesnt do much. If your machine can afford high supersampling then there is almost no reason to use VRSS. VRSS is meant for lower end systems that cant run high supersampling values so they can use variable MSAA instead to make image sharper without getting a big performance hit that full frame MSAA results in. Hope that helps someone here!
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