Thanks! May I ask where you found this? Couldn’t find any info anywhere…
Anyway, I just did some testing:
Single pass stereo
Roughly the same performance as instanced stereo
Lens Matched Shading
setting 1: quality -> significant drop in fps versus baseline
setting 2: conservative -> slightly lower performance than baseline
setting 3: aggressive -> roughly equal performance as baseline
According to this image the results I’m having are very weird and not explainable. From the first setting the amount of pixels to be rendered is a lot lower, even though my framerate significantly DROPS from using this tweak!
Multi res
Every single level of multi res causes a huge drop in performance, even the highest one! I’m really confused here as well…
Furthermore, enabling multi res rendering as an option, even without choosing any preset setting, seems to come with an inherent drop to performance. I have to lower my screen size by roughly 20% for a smooth experience when its loaded into the shaders but not turned on. Additionally, it seems to cause a lot of glitches and artifacts in the headset itsself for some reason, which are not visible on the headset mirror. For instance, the image of the right eye shows a part of the left eye and I get a lot of frames of static noise in between, almost as if the cable is failing. I’ve had both of these problem at random before and restarting steamVR always seemed to do the trick. In this case it does too, but the problem seems to intermittently come back a lot quicker when multi-res is on.
All in all, this experience today has been something I would have never expected. I can’t wrap my head around any remotely logical idea why all of this is happening. I MUST be doing something wrong. These optimisations that are to highly regarded by the community are having the exact opposite effect for me…
Quite frankly this makes me as sad as it made me excited when I found out about the release this morning…
EDIT: weird part about this all is that I’ve had exactly the same problem with the forward shader. Also something that’s supposed to make VR run faster. On either TAA/SMAA it makes my project run about 20% slower for TAA and at MSAA the drop is (logically) more, while also introducing a problem with transparency, causing my trees to look really anemic instead of having full layers of leaves.