Hi Praydog,
First - thank you for UEVR. It has essentially become the way I play PC games now.
Could you consider exposing r.MaxAnisotropy directly in the UEVR UI, ideally somewhere alongside resolution / rendering quality controls?
I think this is unusually important for VR because anisotropic filtering has one of the best image-quality-to-performance ratios of almost any graphics setting.
Unreal Engine itself does not necessarily max this out even at maximum texture quality. Epic's scalability documentation currently shows sg.TextureQuality 3 / Epic using r.MaxAnisotropy=8, despite the engine supporting 16x.
In normal flat gaming the difference between 8x and 16x can sometimes be relatively subtle. In VR it is much more relevant because large parts of the image are constantly being viewed at oblique angles - floors, roads, terrain, walls, tables, etc. Texture clarity and stability on those surfaces are particularly noticeable inside a headset.
Meanwhile, increasing anisotropy is extremely cheap compared with the things UEVR users normally sacrifice performance to - render resolution, shadows, Lumen, volumetrics, reflections, stereo rendering cost, etc. On modern GPUs the jump from 8x to 16x is generally a tiny cost for a potentially very visible image-quality improvement.
I know we can already manually execute:
r.MaxAnisotropy 16
and put it in a per-game script/profile. The problem is that this defeats one of the strengths of UEVR as a universal injector.
I play a different Unreal game regularly. Having to remember to open the console or create/edit a script for every new title is unnecessary friction, and I suspect the overwhelming majority of UEVR users do not even realise their game may still only be running 8x anisotropic filtering on Epic settings.
It would be fantastic to have something like:
Anisotropic Filtering
Game Default / 2x / 4x / 8x / 16x
And even better, a global option such as:
Force 16x anisotropic filtering for all games
with individual profiles able to override it if necessary.
That global setting would be especially useful. Set it once and every injected UE game gets 16x AF automatically, unless a profile explicitly says otherwise.
This seems like a very high-value default-quality feature because it addresses something most users will never discover themselves. People spend enormous amounts of time tuning resolution, DLSS, sharpening and chasing tiny performance differences while potentially leaving texture filtering at 8x without knowing it.
For VR in particular, 16x AF feels like one of those settings where we should be spending the tiny amount of GPU performance available to us, because the visual return is so disproportionately good.
Perhaps it could live in the Rendering section near resolution / upscaling, rather than being buried as an obscure CVar. Hell, make 16x ON by default, because even with the option visible, 95% of people will never touch UEVR options, and even fewer will even know what AF is and they should have it enabled.
Thanks again for UEVR and for considering it.
Hi Praydog,
First - thank you for UEVR. It has essentially become the way I play PC games now.
Could you consider exposing r.MaxAnisotropy directly in the UEVR UI, ideally somewhere alongside resolution / rendering quality controls?
I think this is unusually important for VR because anisotropic filtering has one of the best image-quality-to-performance ratios of almost any graphics setting.
Unreal Engine itself does not necessarily max this out even at maximum texture quality. Epic's scalability documentation currently shows sg.TextureQuality 3 / Epic using r.MaxAnisotropy=8, despite the engine supporting 16x.
In normal flat gaming the difference between 8x and 16x can sometimes be relatively subtle. In VR it is much more relevant because large parts of the image are constantly being viewed at oblique angles - floors, roads, terrain, walls, tables, etc. Texture clarity and stability on those surfaces are particularly noticeable inside a headset.
Meanwhile, increasing anisotropy is extremely cheap compared with the things UEVR users normally sacrifice performance to - render resolution, shadows, Lumen, volumetrics, reflections, stereo rendering cost, etc. On modern GPUs the jump from 8x to 16x is generally a tiny cost for a potentially very visible image-quality improvement.
I know we can already manually execute:
r.MaxAnisotropy 16
and put it in a per-game script/profile. The problem is that this defeats one of the strengths of UEVR as a universal injector.
I play a different Unreal game regularly. Having to remember to open the console or create/edit a script for every new title is unnecessary friction, and I suspect the overwhelming majority of UEVR users do not even realise their game may still only be running 8x anisotropic filtering on Epic settings.
It would be fantastic to have something like:
Anisotropic Filtering
Game Default / 2x / 4x / 8x / 16x
And even better, a global option such as:
Force 16x anisotropic filtering for all games
with individual profiles able to override it if necessary.
That global setting would be especially useful. Set it once and every injected UE game gets 16x AF automatically, unless a profile explicitly says otherwise.
This seems like a very high-value default-quality feature because it addresses something most users will never discover themselves. People spend enormous amounts of time tuning resolution, DLSS, sharpening and chasing tiny performance differences while potentially leaving texture filtering at 8x without knowing it.
For VR in particular, 16x AF feels like one of those settings where we should be spending the tiny amount of GPU performance available to us, because the visual return is so disproportionately good.
Perhaps it could live in the Rendering section near resolution / upscaling, rather than being buried as an obscure CVar. Hell, make 16x ON by default, because even with the option visible, 95% of people will never touch UEVR options, and even fewer will even know what AF is and they should have it enabled.
Thanks again for UEVR and for considering it.