I used the idea of watching the frametime from SteamVR in order to measure impact to performance along with a clarity study. I decided to repeat that kind of experiment and I used our flight simulator (Aerofly FS2 Q400 which has excellent performance and has some detailed scenery from ORBX (Ultra/Insane settings) for Innsbruck airport ) instead of car racing as a test case since there are many cockpit instruments with small fonts to get the best impression of image clarity (can I read the number without leaning). The ASW column refers to using motionvector or not, FPS was provided by the in-game printout, and I did try adjusting RenderTargetScale. A summary of the results for my CPU (9700Kat 5Ghz) / GPU (RTX2070) show that the optimal spot for me is as follows:
ASW=motionvector, SteamVR Video Tab at 212% and Application at 100%, In-game SS = 1.6, RenderTargetScale = 2.0, all of which provides a B+ image clarity. I wish we could try a "sharpening" filter (Unreal Engine has it) that might get it to an A- but maybe I have to wait for Gen 2. For this application, RenderTargetScale has a small clarity effect but significant AA effect. I did have to always check to see that I was in the small sweet spot of the Odyssey.
Here is a table of the test: (Sorry about the incorrect spacing)
WMR Benchmarks (ASW = on => motionvector ) For 90fps = 11.1msec and 45fps =22.2msec max
Test location is parking at ORBX Innsbruck
Time FPS ASW SteamVR_SS IngameSS RenderTargetScale Clarity Comments
12.8 45 On 200 1.6 2.0 B+
15.8 58 OFF 200 1.6 2.0 B+ Why did the frametime go up a little??
10.7 70 OFF 100 1.6 2.0 C+
17.9 52 OFF 250 1.6 2.0 B++
17.9 45 OFF 250 1.7 2.0 A- slightly clearer but strong aliasing begins
15.0 42 On 250 1.6 2.0 B++ Clear but flicker on instruments
12.3 45 On 212 1.6 2.0 B++ Optimal?
12.7 45 On 212 1.6 1.0 B- less clear and with noticeable aliasing
12.7 45 On 212 1.6 3.0 B++ noticeable AA improvement over 1.0
10.5 45 On 150 1.6 2.0 B- Less clear but provides FPS headroom