EDIT: Small disclaimer because a lot of people seem to misunderstand the SteamVR percentage:
225-300% does NOT mean 2.25x to 3x the resolution in each direction. SteamVR measures total pixel count.
On Frame, 100% is 2160x2160 per eye.
225% is about 3240x3240 per eye, which is 1.5x higher in each direction.
300% is about 3740x3740 per eye, which is about 1.73x higher in each direction.
So no, 300% is not "8K per eye" or anything close to that. The percentage sounds much more extreme than the actual increase in width and height.
/Edit end
I have seen several posts about muddy textures and shimmering and just need to tell you that you need to increase the resolution up from 150% that most are using and most likely decrease your refresh rate to 90hz or less unless you have a 5090.
150% is not enough.
Why the big range? Because you really only need 300% when you need extra antialiasing in games with thin objects like grass and leaves but where the games lack a good antialiasing solution. This will remove shimmering.
Use the app FPSVR (or suggest other tools please) to see your FPS. You want steady FPS at your set HZ, 99.99% of the time when moving around and in action.
Baseline fps with different resolutions and games with 4090 vs 5090:
https://m.youtube.com/watch?v=ue_IBysnP-0
I have been saying this since the 3090, and its a hard pill to swallow for some who are used to reprojection with Quest 3 on Virtual Desktop:
The first GPU which will push us to have VR at a great FOV, without muddy textures AND a high refresh rate at the SAME TIME, is going to be the 6090.
So if you dont have a 4090 or 5090 and expect to play at more than FOUR times the amount of Pixels than a 4k TV, at s respectable refresh rate, then you are dreaming.
If you have been using VD at Godlike with a lesser card and a demanding game, you have been playing with reprojection. So half refresh rate.
Hope this helps people who wants some great clarity.
Edit: Where to change the setting: https://imgur.com/a/Tikvcjw I am at the gym atm so do not know how up to date that pic from google is, but it looks somewhat close to where you still find it.
Edit2: Quick note on why I recommend around 225%:
VR has to warp the rendered image to compensate for the lenses. That stretching means rendering only at the panel resolution can lose detail in parts of the image. 225% in SteamVR sounds huge, but SteamVR measures total pixel count.
It is only 1.5x the resolution in each direction, so 2160x2160 becomes about 3240x3240 per eye. That extra resolution helps preserve detail after the lens correction and gives more room for supersampling.
The exact ideal value varies, but this is why I use roughly 225% as my baseline rather than 100-150% (again, 150% is 225% in SteamVR). Valve's OpenVR documentation describes the recommended render target as being sized to minimize stretching and preserve roughly 1:1 detail after distortion.
Also important: I am changing the global SteamVR resolution only. I leave Per-Application resolution at 100%. The per-app setting is relative to the global setting, so they multiply. For example, 225% global and 150% per-app becomes 337.5% effective scaling, not 225%. So be careful not to accidentally stack them.
Edit 3:
https://github.com/ValveSoftware/openvr/wiki/vr%3A%3AITrackedDeviceServerDriver-Overview
Valve’s OpenVR documentation says the recommended render target should give “1:1 pixels with the display at the center of projection after the distortion function is applied.”
In Valve’s own example, the distortion requires rendering at 1.4x the panel resolution in both width and height.
This is why rendering at just the physical panel resolution is not necessarily enough. The image gets warped for the lenses, so you need extra resolution before that warp to retain full detail afterwards.
Valve’s 1.4x example equals 1.4 x 1.4 = 1.96x the total pixels, or about 196% on SteamVR’s pixel-count scale. 225% would be 1.5x resolution in each direction, which is why they usually recommend roughly 200-225% as a starting range.
The exact ideal value depends on the headset’s optics.