
I also tested in-game super-sampling, but it resulted in higher frametimes than using Steam Super-sampling, which has been a consistent thing since I started playing and tinkering with graphics settings in this game. In Horizons, this is quite effective, but absolutely tanks performance in Odyssey. I've found that the only way to mitigate aliasing in this game is to crank up Steam super-sampling as high as the graphics card can take. Horizons is still the clear choice, hands-down, for VR performance and graphics clarity. Set steam Supersampling to anything higher than 100% and frametimes go stratospheric, and FPS tanks with too much stuttering to play at all. Using VR Ultra and supersampling set to 100%/1.0, the game is marginally playable. Fidelity CAS and FSR settings did little to improve any visual quality. HUD Text in Odyssey is still nearly unreadable in VR Ultra, with shimmering everywhere. Horizons: GPU Frametime of 11-18 in-station, 8-12 outside the station, Super-sampling at HMD 1.0/Steam 350% Odyssey: GPU Frametime of 21-38 in-station, 15-34 outside the station, Super-sampling at HMD 1.0/Steam 100% No on-foot testing was done, simply because I don't care for it in it's current implementation (2D screen projection). Take off, supercruise to the next and land. Gameplay: I simply shuttle between two orbital stations in the Wyrd system.

Horizons: I followed CMDR Exigious' recommended settings, and I use EDProfiler to switch between Odyssey and Horizons. Odyssey: VR Ultra preset gave the best overall performance out of all the presets and better than any tweaking to the settings I performed, tinkering with Fidelity CAS or FSR made little difference in performance or visual clarity.


Specs: 10700K 4.8GHz, 32MB Memory, SSD's, 2080ti (mild overclock) Headset: Samsung Odyssey+, Re-projection force-on in Steam (max 45 FPS)
