I am tuning up a 3080 ti , i9-11900K, 32GB system for MSFS in VR with Oculus Quest 2 over Link.
I have been through a ton of excellent posts on tuning recommendations in this forum, but I would like to understand more from the perspective of how all the various components play together - that is, how are the settings are having an affect.
The understanding I am left with thus far is that:
- The render resolution in the Oculus app sets the target resolution of the stream to be sent to the headset
- MSFS reads this when it connects to the headset and renders the stream accordingly
- In MSFS, the render scale then sets the balance between what is actually rendered directly and how much is done with super sampling - to achieve the required resolution
- Super-sampling, being a render-cheat, is cheaper when it comes to GPU load
- So at a basic level it is balance between full on rendering and super sampling…?
- The various settings in MSFS are applied to what MSFS has to actually render, with the render scaling being applied last (i.e. the settings impact the actual rendering itself)
Is that the basic essence of it?
Playing around with the ODT suggestions, most seem to have no noticeable effect with the exception of FOV and ASW. Is it correct that the defaults for Link bitrate and Encoding width are now high enough to not need adjusting in ODT?
Finally - what actually causes micro stutters? Even when I drop things low enough for the GPU to be only at 60% load, you still see them when flying low.
Are the stutters basically dropped frames where the GPU cant reach the target FPS?
I dont see anything else maxing out - CPU wise, the thread load is around 20-30%. System memory and GPU memory are at worst 50% loaded.