PiTool at 1.25 means SteamVR should be set to?

According to a post, if you’re running PT at 2.0, then SteamVR should be set to 50%. Sorry to be dense but what does that change to if I’m running PT at 1.25? (as the title says)

PT at 1.5?

Thanks for ‘clarifying’!

According to which post? And in order to achieve what exactly?


Hi guys,

I think you mean this post
maybe the other post from mirage could help you

There’s also this one but it’s PT 2.0 and SteamVR 25%: Best quality settings for STEAMVR ive found

But at the end of the day there’s no fixed rule, it depends on the headset model, the app, what performance your system is getting as a result, and what level of performance vs visuals you find acceptable.

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Set SteamVR video resolution to achieve a vertical resolution, not a percentage!

If you want a TotalSR of 1.4x (usually good for the 8kX), then something like RQ 1.25 , SteamVR video <2430v , in-app supersampling 1.25x .

Or use my spreadsheets…
@Lars1C Thank you for linking that.

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According to this post. It’s the one Octofox found and linked.

Best resolution without cranking things up to 2.0.

I was kind of hoping to get an answer without having to install Excel to use Mirage’s spreadsheet.
Edit: yes, I really should stop being lazy, that utility would be rather handy. Thanks for making it, Mirage!

Which is why I’m attempting to go for 1.25 instead of 2.0.


Thanks for those links, I missed them!
@mirage335 Thanks for the work and the posts!

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SteamVR SS factor and PiTool render quality are independent and can counter each other. So for example: setting PiTool at 2.0 and SS at 25% will give you the same recommended render target resolution as setting PiTool at 1.0 and SS at 100%. PiTool factors the resolution dimensions, SteamVR SS factor factors the pixel count. You can calculate the remaining combinations for different PiTool values from there.

There is a group of people who claim to get better image quality when setting imbalanced PiTool and SteamVR values, so instead, for example, having PiTool at 1.0 and SteamVR SS at 100% they say it is better to have PiTool at 2.0 and SS at 25% even though both setting should give the same rendering res. I cannot confirm that because my last attempt to verify it failed (again), but this may be one direction for you to investigate.

Otherwise, I doubt there is an universal setting, because (clearly) every one perceives the image quality differently, plus nothing to say about how the actual hardware performance and features may affect the results.


For me the pitool setting above 1.0 in 8kx is no longer a viable option, there are games that above 1.25 will fail at startup, regardless of what you do on steamvr, even oculus games will fail at 1.25 or 1.5

for me the best is pitool 1.0 and steamvr 1.XX depending on your hardware, but always adjust it in steamvr if you want to avoid these problems…

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Which? Setting SteamVR video resolution a bit lower ( 2430v vs 2700v ) should prevent such problems without noticeable impact on visual quality or performance.

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Karnage for example fails above 1.25, no matter what you put on steamvr or in auto

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Interesting. I seriously wonder how that is possible.

I was planning on playing Karnage Chronicles this weekend, I’ll post how it works for me. Does it fail at 1.25 or just if you go over 1.25?

This occurs above 1.25, with large fov, with medium fov it seems to work fine at least at 1.5 and 1.75

There’s another Unreal Engine game “Titanic Honor and Glory” which fails as anything above 75 in pitool which sucks because it’s a photorealistic exploration of the Titanic and is literally the most graphically beautiful game I have played in VR and I can’t see it at it’s full resolution :pensive:

Though ‘normal’ FOV and RQ 1.25 is what I use when performance/quality margins are tight, this is nevertheless very interesting. How can these games possibly know what headset resolution they are getting from PiTool, as opposed to just what the SteamVR resolution is?

What is the recommended render target resolution, when this happens?

LowLevelFatalError [File:Unknown] [Line: 836]
Rendering thread exception:
LowLevelFatalError [File:Unknown] [Line: 337]
Direct3DDevice->CreateTexture2D(TextureDesc,SubResourceData,OutTexture2D) failed
at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Texture.cpp:479
with error E_INVALIDARG,
Size=17516x5532x1 Format=DXGI_FORMAT_R32G8X24_TYPELESS(0x00000013), NumMips=1, Flags=D3D11_BIND_DEPTH_STENCIL D3D11_BIND_SHADER_RESOURCE , Usage:0x0, CPUFlags:0x0, MiscFlags:0x0, SampleCount:0x1, SampleQuality:0x0, SubresPtr:0x0000000000000000, SubresPitch:0, SubresSlicePitch:0

0x00007ffe1d35d759 KERNELBASE.dll!UnknownFunction []
0x00007ff7e5082227 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e50514ba KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e5006897 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e5006798 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e54a95bc KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e54a7837 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e547ca42 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e549cee6 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e5a42c7b KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e57165d8 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e57167dd KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e5717581 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e5716194 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e557c1b7 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e57af2e4 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e57a1249 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e4f6e2f9 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e4f6e403 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e5a51552 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e5a52108 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e50935ab KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ff7e508daf7 KarnageVR-Win64-Shipping.exe!UnknownFunction []
0x00007ffe1fb07034 KERNEL32.DLL!UnknownFunction []
0x00007ffe1fc3d241 ntdll.dll!UnknownFunction []

and here manually selected to minimum 20% and also crashing

pitool makes the texture output higher and does that cause engine problems?

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I believe there is your problem. The game tries to create a texture of the size 17516 x 5532, which is too big for DirectX runtime (which only supports the size up to 16384).

Taking into account the recommended render target size vertical resolution (when it fails), which is 3128 and the fact that vertical res of the texture the game creates is 5532, you can calculate the supersampling factor the game applies as:

5532 / 3128 = 1.7685421994884911

now, using the horizontal res of the recommended res of 4952 pixels and applying the same supersampling you get:

4952 * 1.7685421994884911 = 8757.820971867008

and since UE apparently renders both eyes into one texture placed side-by-side:

8757.820971867008 * 2 = 17515.641943734016 ~ 17516

which is the faulty res.

Why the UE applies the supersampling I do not know, is there something in the game, which may control that?


Seems to me that 2472/sqrt(0.2) would be just slightly under 5532 (EDIT: …and the same goes for 3128/sqrt(0.32)), so it would seem to me a likely case of UE4 ignoring steamVR’s recommended render resolution, and somehow getting hold of the 100% resolution in its stead, as has been speculated now and again, rather than any additional supersampling on the game’s part…