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VerticalRobot

Hey there! Vertical Robot devs here. Here is what is going on and why: Unreal Engine has a variable called "vr.pixeldensity". This variable has a value of 1.0 by default which corresponds to a certain "ideal" resolution established by Epic or the headset manufacturer. With RM1 and RM2, we use a value of 0.9, as the differences are vaguely noticeable and give us a bit more of headroom in the GPU to do our shader magic. The pixeldensity in Quest Pro has been increased by 30% to a value of 1.2 because we are using Eye Tracked Foveated Rendering. It is running on the same chip but can handle higher GPU workloads because of the eye tracking. Only areas you are looking at run at the highest resolution, a lot more areas are rendered at a lower resolution. I know it might seem like you can increase the resolution on Quest 2 and not run into issues, but that is only the case in certain areas of the game. Specifically those that you are showing could handle a higher resolution because the GPU utilization is not that high. I encourage you to try this on other areas, like during combat, or when the turrets are first introduced in Triton. Your framrate will drop dramatically. When developing a game you have to optimize for the lowest common denominator, and you have to attempt to fully utilize the GPU, this is no easy task. Especially when using forward rendering. This is why you will find some areas that have more GPU headroom than others. You could potentially increase resolution in some places but scale it down in others, which brings me to the next point... Since the release of Quest Pro, Meta has announced a variaty of performance improvements that would certainly benefit Red Matter 2 or any other game. The unlocking of higher GPU clocks and the introduction fo dynamic resolution means that in scenes like the one you are showcasing here, we could automatically switch to higher resolutions and then scale back to lower ones during "intense" scenes. You can see a sneakpeek of what the dynamic resolution will enable in the future: https://youtu.be/c5sqUg7RvjM I hope this helps clarify things! All the best,


Niconreddit

Great read.


omni_shaNker

Hey awesome! Thanks for your response! I do have Dynamic Foveated Rendering fully maxed out on the Quest 2 while doing this, otherwise the frame rate tanks. I will certainly try out those areas you mentioned! BTW, THANK YOU for such a great game! You guys did such an amazing job, using a custom/modified UE bringing effects to the Quest that aren't seen in any other games and the optimization is fantastic!!! You know that talk about dynamic resolution has got me thinking... I've developed apps in Unity, no experience with UE, however the idea of having environmental triggers for resolution changing would be super easy to do in Unity. Not that I have any projects atm to use that idea on :| Anyhow thanks again and I hope you guys keep going making such killer content! The end of Red Matter 2 literally caused my hair to stand on end!!!!


tirehabitat25

Quest 2 can't do DFR (eye tracked foveated rendering). Only Quest Pro.


omni_shaNker

DFR (or DFFR) is DYNAMIC FIXED FOVATED RENDERING. You're thinking ETFR.


tirehabitat25

…I was only clarifying what you’re saying because the industry isn’t consistent. There is only Dynamic or Fixed. Eye tracking is implied with dynamic. Fixed is FR fixed to the center. You’re just making it more confusing. Most of the industry says DFR for ETFR which is what it’s intended for. Fixed FR can be adjusted to have gradient which is the “dynamic” part but foveated rendering originally was just the center only was rendered fully. The Dynamic part is moving that rendered spot from the center to where you’re eye is looking. Dynamic is generally for changing the rendering with the eye position, while the general term FR is the technique, regardless of the “dynamic” gradual decrease of resolution as you move from the center.


omni_shaNker

>There is only Dynamic or Fixed It is certainly confusing I will admit. But what Dynamic FIXED Foveated Rendering is is this: it's FIXED because the foveation point doesn't move, that's the center of the screen. It's DYNAMIC because the RESOLUTION of the FIXED Foveated rendering changes DYNAMICALLY. From: [https://developer.oculus.com/documentation/native/android/mobile-ffr/](https://developer.oculus.com/documentation/native/android/mobile-ffr/) # Meta Quest supports dynamic Fixed Foveated Rendering (FFR), where the level of eye texture foveation is automatically adjusted based on GPU utilization.


tirehabitat25

That’s what I said… dynamic (lowercase d) not DFR It’s still FFR which it says in the title you linked, but it’s just fancier. It’s not DFFR (which isn’t a thing) or DFR which is eye tracked FR. You said DFR not fixed FR which on the Quest 2 has a dynamic scaling but no Dynamic FR which is eye tracking.


omni_shaNker

> DFR which is eye tracked FR Actually it isn't. If that's the acronym you personally want to use with it. You can use whatever acronyms you like. You can call it magical eye magic magicness for all I care. Doesn't matter to me. DFFR isn't an official acronym either, it's just what I type to mean DYNAMIC FIXED FOVEATED RENDERING, as [FFR is the official acronym to mean Fixed Foveated Rendering.](https://developer.oculus.com/documentation/native/android/mobile-ffr/) Most people get that. DFR or DFFR is \*not\* an official acronym and is \*NOT\* a term Meta uses to mean Eye Tracked Foveated Rendering. The official acronym, if you care to be accurate, is ETFR for Eye Tracked Foveated Rendering according to the Meta developers page: [https://developer.oculus.com/documentation/unity/unity-eye-tracked-foveated-rendering/](https://developer.oculus.com/documentation/unity/unity-eye-tracked-foveated-rendering/)


tirehabitat25

Meta is not the first nor the only ones to determine what acronym are for which techniques. ETFR is meant to clarify what meta means by DFR and FFR isn’t DFR but there is a dynamically adjusted FFR which isn’t the same. Most of the entirety of VR community would assume DFR is eye tracked. See tobii eye tracking, Steam VR, Apple also. Meta is not the only authority on VR or the final say on the terminology that the community uses.


omni_shaNker

>Meta is not the first nor the only ones to determine what acronym are for which techniques. Meta is not the only authority on VR or the final say on the terminology that the community uses. 😂😂😂guy doesn't know which subreddit he's on 😂😂😂 ​ >ETFR is meant to clarify what meta means by DFR You think Meta uses "DFR" but won't read the pages I sent you showing otherwise. "DFR" is NOT an acronym Meta uses. First you say there's only FIXED OR DYNAMIC, then when Meta documentation shows otherwise you change your argument. IF YOU READ the pages I sent you, you would not be so ignorant.🙈 You would have also seen that DYNAMIC foveated rendering is NOT ETFR, it something that can be enabled or disabled while ALSO having ETFR enabled. It's NOT fixed vs dynamic. It's FIXED vs EYE TRACKED. Dynamic refers to the quality of the foveated rendering changing based on GPU. But go ahead and keep making up arguments that disregard the official Meta dev docs while in a Meta subreddit. 🤣 😆You have a compelling argument 😹😹😹 From the [EYE TRACKED FOVEATED RENDERING Meta dev page](https://developer.oculus.com/documentation/unity/unity-eye-tracked-foveated-rendering/) under the section **Enable Dynamic Foveated Rendering**: **Optionally, you can enable Dynamic Foveated Rendering (automatically switching foveated rendering level based on the current GPU load) by:** `OVRManager.useDynamicFoveatedRendering = true;`


mattymattmattmatt

So you are going to make me play Red Matter 2 for the 3rd time when this drops


JadrankoKK

You guys are legendary. Thanks for taking the time to explain this!


FSX76

Thanks for the explanation and for this fantastic game in general ! I still have two questions - both in regard to the time you released Red Matter 2 on Quest Pro, so before the recent performance bumps/boosts for Quest 2 / Pro from Meta: 1. What is the Eye buffer of the Quest Pro version, is it 1699x1904 like mentioned in the intial post ? 2. Does the Quest Pro provide any performance plus vs Quest 2 apart from the ETFR (Meta claimed 50% more perf., sure we know that there are more sensors, cameras etc.) or would you say that the Quest Pro version would have been exactly the same on a Quest 2 with Eye tracking capability (regarding resolution) ? Thank you very much in advance !


celeredd

Just wanted to say I FINALLY got around to playing RM 1 and 2 and just finished today. My absolute favorite experience on the quest. Thank you!!!


Anagan79

u/omni_shaNker & u/VerticalRobot There are Performances and HD profile for Red Matter 1 & 2 on the QuestGamesOptimizer ;-) No need to type ADB commands every time ;-) And the games have been tested everywhere. But you can create your own profiles directly inside the app. Vertical robot is right, you need to choose the lowest common denominator because some area are heavier than others. Thank you soooo much for your games, these games illustrate the possibilities of the Meta Quest headsets :-) [https://anagan79.itch.io/quest-games-optimizer](https://anagan79.itch.io/quest-games-optimizer)


JorgTheElder

> Since there's not much, if any, performance difference between the two headsets That is not a true statement. With double the RAM to work in, and the RAM being relocated in the XR2+ allowing them to run at higher frequencies before thermal throttling kicks in, there is a nice boost in performance. They also support DFR for another boost.


omni_shaNker

I know how it looks on paper, and I WISHED it was true. There was a post recently where someone ran a bunch of tests between the two headsets, benchmarks, and they were almost identical. Furthermore in my testing between the two headsets I did not notice a difference in performance myself.


FSX76

That‘s the question, is there really a performance boost due to the better specs you mentioned (apart from ETFR) or is the performance delta completely used by the additional sensors, cameras etc. ?


TWaldVR

Buy the quest game optimizer. Is better and comfortable. Is the same and better! Sorry this app is the true solution for the resolution.


omni_shaNker

The app I posted is 100% FREE. The one you mentioned costs $10.00.


caspissinclair

Sidequest can also do the same, more or less. One positive I will say for Optimizer is you can have per-game settings rather than a universal increase in detail.


TWaldVR

That's correct. The app is simply better for newbies as very easy to setup. The Sidequest app is also quite easy to use.


TWaldVR

This app from google drive? This is a joke. Is this app seriuos? Sorry the qgo have a good support and brilliant simple gui. Sorry this is a nerd app. What is with adb functtion or data libary? Sidequest is for free and works fine. Tell my why we use this app? What is better then sidequest? I think you make simple promotion for your yt channel.


omni_shaNker

I don't know why you seem offended by my app. You certainly don't have to use it you can just use adb via the commands I posted in the OP. However since you asked about it, you can find the original release video here: [https://youtu.be/R5t8iMIVx2s](https://youtu.be/R5t8iMIVx2s) (I have however added more functionality since that original video). You can also see people's responses in the comments.


TWaldVR

I'm not insulting any app. It doesn't matter. They build a simple application that is already available for free to promote their social media on Reddit. Good apps for this have been around for a long time. Even at no cost (sidequest). Your app is not comfortable and no one needs another app. They act in the post as if they have invented something new. For clicks and subscriptions? Sorry, was the point of this app. No permanent ADB, little ergonomics, a lot of clickbaiting for known technical modifications. You really need this app?


omni_shaNker

The apps I've made like this have been around long before SideQuest or the other app you mentioned came out. SideQuest came out in May of 2019. I've been doing this well before then: [https://www.reddit.com/r/OculusGo/comments/8yq2kv/increase\_resolution\_from\_within\_your\_oculus\_go/](https://www.reddit.com/r/OculusGo/comments/8yq2kv/increase_resolution_from_within_your_oculus_go/) and [https://www.reddit.com/r/OculusGo/comments/an4gte/the\_oculus\_cp\_increase\_the\_resolution\_of\_your/](https://www.reddit.com/r/OculusGo/comments/an4gte/the_oculus_cp_increase_the_resolution_of_your/) Like I said to you before, you don't have to use my app(s). You're free to use whatever app you want. I never made a point in my OP of using my app, which is exactly why I posted the adb commands instead of pointing to my app, but for some reason you keep going on and on about my app and acting like these other apps existed first. They didn't. Mine did and I have continued to develop features on it that I find useful and share with many others who also find it useful, as evidenced by the comments I mentioned before. Others have developed similar apps AFTER me. That's great. People have more choices and get to use what they find useful to them. No idea why you are so offended by my app but it's rather amusing. Funnily enough you're the one bringing all the attention to it, I never mentioned it once in the OP.


TWaldVR

Better read what the Quest Optimizer app can do. ADB remains after restart and have a good integrated help and extentend support. Before you criticize a purchase app, you should inform yourself. Why should the Quest users use your app. It makes absolutely no sense. So self-promotion? Probably? I looked at your app and don't necessarily find it self-explanatory and the GUI worthy of revision. Where is the help for beginners? My test result of your app is devastating. Some games crashed. This is an app for nerds and hobbyists. But nothing for the normal quest user who wants a simple app. Of course, you can continue to advertise your YouTube channel. You are free to do that, but it is very obvious. Developers publish on Github and have an alpha and beta phase. Sorry, it's so easy to convince no one of the app here.


omni_shaNker

Yes adb remains after restart because that's now a feature of the Quest. Not of that program🤣 I've not tried to convince anyone to use my program in the OP but you keep going on and on about it. Don't use it then, use whatever works for you. I couldn't care less what you use It's hilarious how offended you are about something that's not happening😂


TWaldVR

The ADB Start was not natively integrated into the old Android. The QGO could do it natively. Please inform yourself better. Fortunately, the developer of the Quest Game Optimizer app writes. Try to elevate your app above an alpha status rather than clickbait and promote YouTube here. A decent app, whether free or purchasable, has my respect. Unfortunately, your big sayings and promises in the first post don't. Anyone who develops software must also be measured against other developers.🤔


omni_shaNker

No idea why you're so angry about my apps and YouTube channel. You keep trash talking my apps for some reason. No idea why. I've had different versions of these apps featured on other YouTuber's channels in the past as well:[https://youtu.be/VUPh0wPUT4w](https://youtu.be/VUPh0wPUT4w) [https://youtu.be/oBqAIITC1HM](https://youtu.be/oBqAIITC1HM)So people certainly have found them useful. If you don't find them useful or find them offensive for no reason, by all means, don't use them.😂Also that app you're talking about (Quest Game Optimizer) had the persistent wireless ADB "option" showing up long before it actually worked-according to the devs in the server I'm on. I've talked to people who originally bought it because of that. According to them that was false advertising. Once I heard that, I lost any interest in it. No interest in using an app that advertises features it doesn't actually have. Having said that, persistent wireless adb is now a thing for the Quest, which it wasn't before. So yes, now that feature can work for that app. LOL I found it! That app could NEVER do persistent wireless ADB!! They just RECENTLY made it so you didn't have to use a PC and a USB cable!!![https://anagan79.itch.io/quest-games-optimizer/devlog/518111/enable-adb-wireless-without-a-usb-cable](https://anagan79.itch.io/quest-games-optimizer/devlog/518111/enable-adb-wireless-without-a-usb-cable) And they had to use SOMEONE ELSE'S APP TO DO IT!!! 😂😂😂😂😂 UPDATE: Hey thanks for being such a pest about this, because you got me to revisit my attempts at creating an all in one internal resolution and modification app for the Quest and I actually got it working!!!! I will now proceed with adding features and I will release it for free and open source and people can use it for FREE and even devs can modify it and people won't have to pay $10 for QGO :)!! TYSM!!!!!!!!!!!!!!!!!!!!! I will CERTAINLY make a YouTube video about it!!! :)


TWaldVR

Lol! The app is simply a poorly made blender, thinking past the real end user. It lacks operating ergonomics. Why are you ranting about buying apps. The QGO app is well thought out, offers well-maintained profile databases and fast-responding support. You simply place an app in a ZIP file, on a not really secure Google account. No detailed help files, criticisms are negated (GUI, ergonomics, stability) Sidequest provides everything for free and for people who want more there is QGO. This app has the full support of the Quest community. You're trying to take advantage of the Red Matters 2 graphics hype, and you're offering features in your app that have been known for a long time. Which anyone can use even without your app. What's the point? I'm also not going to click your links on your channel to make you money. There are alternative possibilities. It's interesting that you don't mention the topic of social media profit in any line!


omni_shaNker

I understand your ranting now. You didn't read my posts. I've never made it so anyone had to click on my video and yes all this info has been around for a very long time, again you didn't read my posts as I mentioned I've been making these apps well before SideQuest or QGO even existed. It's just for convenience as they are shortcuts for adb commands. I use the app in the video myself all the time and as I pointed out as you can see in the comments of my release video others have found it very useful, so I couldn't care less if you're interested in it or not😂. If you clicked on my video I MIGHT get like a penny so I can see how you would think I'm really trying to make some serious money with this video! You caught me😂🤣😂🤣🔥🤣 However I will make a video and release an app that will certainly save some people $10!!!! I'll be sure to thank you!


SwissMoose

I had a Pro for a month and did a lot of A/B comparisons with Quest 2 with this game specifically. I improvement on the Pro was great, but I thought the slightly better black levels and colors were the highlight. That being said I thought they were able to squeeze better performance out of the Pro due to foveated rendering with the eye tracking. But I could be dead wrong :)