I am just curious to see the settings everyone uses.

Remember to make a backup copy of your current settings file first if you plan to experiment with new settings.
Location: \config\steamvr.vrsettings
What I added for Nolo use: activateMultipleDrivers(true) and forceFadeOnBadTracking(false)
I think there is a separate scaling (other than renderScale) for the menus in SteamVR but I forgot what it is called.
Observe that the last lines inside { } are
without commas. My file looks like this:
{
"driver_vridge" : {
"fakeSensorEnabled" : true,
"hmdMode" : 0,
"renderScale" : 120,
"windowHeight" : 1080,
"windowWidth" : 1920
},
"steamvr" : {
"activateMultipleDrivers" : true,
"forceFadeOnBadTracking" : false,
"enableHomeApp" : false,
"mirrorViewGeometry" : "0 0 1600 900"
}
}
Comments
For example Dirt Rally thinks there is no sensor/HMD connected otherwise every few seconds. Can also be avoided by constantly moving the head but that is more annoying.
"hmdMode" : 0,
Not sure what this means.
"renderScale" : 120,
I think of this as supersamling in vridge. 120 means 1.2 times the width and 1.2 times the height which is 1.44 times as many pixels. Reduces jaggedness of straight lines. Increases readability of text in games. Just remember that it increases the strain on the GPU. Also remember that the view often is mirrored to the computer screen as well which makes the GPU work harder. I believe the superscaling you can set in SteamVR gets multiplied with this as well. If you have a HMD that uses more than 1:1 scaling (like Pimax, Vive and Rift) it is also multiplied again. Subsampling can also be used to run on lower spec machines but at the cost of being more blurred.
"windowHeight" : 1080,
"windowWidth" : 1920
These are basic.
"activateMultipleDrivers" : true,
I am not sure if this setting was needed when I only used vridge.
"forceFadeOnBadTracking" : false,
To get rid of the grey screen when you lose tracking.
"enableHomeApp" : false,
Maybe to not run in desktop environment?
"mirrorViewGeometry" : "0 0 1600 900"
Maybe the position (I think 0 0 could mean it is centered on the computer screen) and size of the mirrored view?
I am still testing a bit though. I will probably try a higher resolution next time. Had a problem with the phone getting warm and the whole thing going laggy. Trying to figure out exactly what caused this.
I realized this is regarding to SteamVR Home, the new social space.
Caldor: You can try lowering the screen brightness, using different encoding settings in RiftCat, adding more ventilation/fan on the headset, using USB tethering between phone and computer and enable flight mode on the phone and disable charging the phone battery over USB.
I have not seen
"renderScale": 0,
before, is it the same as
"renderScale": 100,
?
when i delete the Steam vr-vrsettings file and it creates a new one, all i get is:
{
this lets my phone connect like a hmd (great) but then won't allow me to connect my nolo
it's not a tethering problem as i'm using wireless that works great, I do know that Steam did update their VR drivers.
any help much appreciated.
1) Find openvr.vrpath file in <user>/AppData/Local/openvr (might be hidden)
2) Backup openvr.vrpath (by copy+paste)
3) Delete openvr.vrpath
Edit: If you want to disable Steam Home:
"enableHomeApp" : false,
in "steamvr" environment.
I also found two more options for the mirror view in steamvr environment:
showMirrorView (set it to true to show, false to hide)
defaultMirrorView (should let you chose left, right or both eyes)
Edit 2: defaultMirrorView might have been removed, you are supposed to chose it directly on the window and it should remember the setting between sessions.
allowSupersampleFiltering (enable/disable texture filtering)
supersampleScale (replaces renderTargetMultiplier in "steamvr" environment)
renderTargetMultiplier (still used in "compositor" environment)
Old 1.2 SS is new 1.4 SS.
Old 2.0 SS is new 4.0 SS.
In short, square the old SS value and round off to one decimal to get the new SS value.
I am not sure, what does the render scale do? I asked once, and it says it will render it in a higher resolution... but is it like when you on the desktop run a game in 4k, even though the monitor is 1080p and you get some extra details due to the higher resolution it gets rendering in, before being outputted as 1080p? Reading through this thread, it seems it was already answered, guess it is what I suspected it to be.
I will probably try to add the stuff about the Steam menus to make them use super sampling. They are not exactly clear to see at the moment. Any way to stop the menu from being transparent? I was trying to setup some home stuff, and the menu is not very easy to see, I had to go to that TV to use it as a background.
You can set super-sampling for SteamVR menu/dashboard with
renderTargetMultiplier (in "compositor" environment).
I read that I should change something like renderTargetMultiplier" 2.5 Shall I add this, please help? Can I achieve a better resolution?