Paul James over at RoadToVR on his experiences with the Oculus Debug Tool:

The tool allows you to increase said pixel density, and supports incremental values in between, with a setting of '2' doubling the pixels your VR gaming PC has to render. This is effectively a form of super-sampling, a particularly expensive form of anti-aliasing that also happens to produce excellent image quality. But for games that offer minimal graphical options, and assuming you have the GPU grunt to push more pixels and maintain that hallowed 90FPS.

Nostalgia for the days when all PC titles included a massive page of GPU settings to tweak for the best possible experience aside, the Oculus Debug Tool is a great way to think about what's coming next for VR gamers. Right now the GTX 980ti can't quite hit 2x in this "Pixels Per Display Pixel Override" function, but the recently shipped GTX 1080 and the soon to be shipping GTX 1070 will want for nothing when set to this same setting due to the performance difference in these new GPUs.

More important than anything you'll see in a debug tool — which, to be perfectly clear, you probably shouldn't use unless you know exactly what you're doing and how to recover — is what this means for the next wave of VR games. As developers start to build with cards above the 980ti as build targets, the visual quality of VR titles will increase at a significant rate. We'll still have things like the "screen door" effect, but this almost super-sampling technique has demonstrated real results and that's great news for everyone.

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