Thanks KW71, I tried your settings but I think they are not well suited for VR (Rift). Here, frames per seconds have to be always above 75 (DK2). For instance with grass setting at 90m it's not easy to achieve.
Dont know whether Async Time Warp comes in play but ground level perfomance is always with head tracking judders. Only cure is to go for low tree shadows.
Now the big disappointment: contrary to my assumption in my post above, the Antialiasing setting seem not to have any effect on image quality. I dare to say it simply doesn't work in VR. Tried all settings and combinations with no noticeable differences.
Since decent filtering is crucial for low res Vr we have now, I hope this can be fixed.
Edit: Cameni, your statement ("Previously only FXAA worked, but now with the changed API it should be possible to use MSAA modes in the Rift as well. I guess we just need to implement a resolver for Oculus frame submission.") led me to the wrong conclusion msaa being already implemented and I saw what I wanted to believe
. But FXAA seem to have no effect as well, right?
Wonder what frame rate impact we might get with msaa.