Important note: This game has a bug where it will set its internal resolution at an incorrect value, often resulting in a blurry mess with 2nd and 3rd gen headsets. There are a few solutions: 1) With Oculus, you can use the debug tool to set pixel per display override to 1.0. Do this while in the menus, then load a game. The default is supposed to be 1.0 but it seems doing this "reminds" the game of your runtime's resolution. 2) With SteamVR, the game will run at your desktop resolution, no matter what your override resolution is set to. To set the correct resolution, set your desktop to 2160p before launching the game. If you don't have a 2160p monitor you can use nVidia DSR or AMD VSR to create a fake 4K resolution that you can switch to. 3) If you're feeling too lazy to use the correct solution for either runtime, you can just jack the game's own resolution scale setting to something between 160 and 200 percent. Surprisingly this works well and is only a slight tad less efficient than the more proper methods. It's unusual, but with Oculus the game starts at some random unwanted resolution and responds to resolution overrides, while with SteamVR the game starts at the desktop resolution and ignores resolution overrides.
Important note: This game has a bug where it will set its internal resolution at an incorrect value, often resulting in a blurry mess with 2nd and 3rd gen headsets. There are a few solutions:
1) With Oculus, you can use the debug tool to set pixel per display override to 1.0. Do this while in the menus, then load a game. The default is supposed to be 1.0 but it seems doing this "reminds" the game of your runtime's resolution.
2) With SteamVR, the game will run at your desktop resolution, no matter what your override resolution is set to. To set the correct resolution, set your desktop to 2160p before launching the game. If you don't have a 2160p monitor you can use nVidia DSR or AMD VSR to create a fake 4K resolution that you can switch to.
3) If you're feeling too lazy to use the correct solution for either runtime, you can just jack the game's own resolution scale setting to something between 160 and 200 percent. Surprisingly this works well and is only a slight tad less efficient than the more proper methods.
It's unusual, but with Oculus the game starts at some random unwanted resolution and responds to resolution overrides, while with SteamVR the game starts at the desktop resolution and ignores resolution overrides.
👍