Do we know that DX12 is coming in the next sim update? I know Asobo said they are coming to PC, but I’m not sure when. Somebody said “simultaneously” but I have my doubts about that… Have they confirmed anywhere about that?
As for my experience - I’m not sure it was really looking sharper when I tried 200, but it was very smooth and looked great. I will test further. 3080 / 5900X / 64Gb / Reverb G2. OXR 65 / TAA 100
No, you are not alone, same inconsistency each time I launch the sim, sometimes smooth, sometimes awful. It’s like this from day one. I often have the PC renderscale settings which land to 70 like in VR, instead of 100 I always use on monitor (rarely, I’m a VR guy), and I have this problem also from day one.
As I said above somewhere if you look at the UserCfg.opt file (opened with notebook, mine is in “C:\Users<usrname>\AppData\Roaming\Microsoft Flight Simulator”) you’ll see how it is organized : a main short category, and 2 other categories, “Graphics” for monitor and “GraphicsVR” for headset. The VR Renderscale appear with the same name in both category which I think it’s a problem. Sometimes they update the wrong category settings (possibly if you are already in VR and change PC settings, or the other way around, something like that).
Not knowing about the ESC, I never thought to even try it. The only way to get rid of the opacity without using the ESC trick was to return to the main menu. I’m sure using the ESC key will work and I’ll try that the next time I change PC resolution.
My point was that this was proof that changing a setting in PC would effect the image in VR. So something’s happening here with some setting changes like the 200% one, even if like in your videos you seem to question it yourself from time to time.
I won’t be betting the farm that DX12 will come out at any particular time and have any particular fixes in it, but I like to remain optimistic that Asobo will hear our concerns and address them in due time.
The darkness happens randomly when entering then exiting the menu, I’ve not charged any graphics settings before and got it so not sure it’s specifically tied to any graphical change.
I have to admit, I was skeptical but after testing it out this definitely works.
Flying the Cessna 172 G1000 in VR the cockpit buttons are kind of fuzzy. VR in game at 100% and OpenXR at 70%.
In 2D mode while flying, change the render scale to 200% and then re-enter VR. Wow, were the button much easier to read. I was surprised that there was a difference.
My FPS was still a constant 41 FPS before and after making the change in the 2D menu.
The TemporalScaling values are different under my ‘Graphics’ and ‘VR’ sections, 0.80000 and 1.00000, respectively on sim startup. After changing PC renderscaling from 100 to 200 and leaving VR at 100, the ‘Graphics’ TemporalScaling rises to 1.00000. Do you have similar value changes??
Still no joy getting this to work. I have always thought that mine is working properly already… But then a few games in Half Life Alyx at full resolution and I wonder if MSFS could indeed be a bit sharper (at the same resolution)…
My reference point on checking resolution/sharpness is default seating position on the A320, when I look across the autopilot panel the Autothrottle button text is only just legible. ie I wouldnt be able to notice the “/” in the “A/THR” without moving closer. For those of you on Quest 2 who see a massive leap in clarity, does this get you just to this level, or beyond it ?
Ok so I tried hard to reproduce a problem in the UserCfg.opt file without success, using ALT-TAB to check the UserCFG.opt file each time I saved settings in game…
Changing PC RenderScale from 100 to 200 both in Monitor mode or from VR mode, no change, the file is well updated, and the value inside monitor settings graphics->VRScalingOptions->TemporalScaling still at 1.0 whatever I do.
I found weird you seems to have a 0.8 here. Where this 0.8 could come from? How can you make it change from 0.8 to 1.0 where mine never change?
With my usual settings PC 100% VR 70% I have:
Video->PrimaryScaling = 1.0
Graphics->VRScalingOptions->TemporalScaling = 1.0
GraphicsVR->VRScalingOptions->TemporalScaling = 0.7
With the raise of PC RenderScale to 200 :
Video->PrimaryScaling = 2.0
Graphics->VRScalingOptions->TemporalScaling = 1.0
GraphicsVR->VRScalingOptions->TemporalScaling = 0.7
If I try to change my VR % to 150 :
Video->PrimaryScaling = 2.0
Graphics->VRScalingOptions->TemporalScaling = 1.0
GraphicsVR->VRScalingOptions->TemporalScaling = 1.5
So all seems working here.
I know they have a bug that could happen because as I said previously, I see sometimes the PC RenderScale matching my VR RS 70% instead of my usual 100% (never touch it before trying this trick). I didn’t find (yet) a way to reproduce.
Edit : Just to be clear : I’m part of the unlucky team seeing no improvement of fps (GPU usage) and clarity with the thread trick.
I have no idea. I’ve tried all manner of things to recreate it, including rebooting the PC (not restart). Also, on my first reboot the 200 had persisted in the PC graphics render setting. I later turned off the PC again and went out. After the next reboot the PC renderscale had returned to the default 100, and yet no change either time in the UserCfg with all values at 1.00000.
To me, this is the most likely reason to explaining this topic question.
I’m following this topic and it seems to me the majority experiencing a change are using WMR. I wouldn’t be surprised FS2020 is initializing OXR using these “scaling” value from the UserCfg.opt and the WMR VR compositor implementation would be interpreting this PrimaryScaling value as a “global” reference for the rest of its surfaces and/or Shader values.*
Something to understand though: the UI panels/windows rendering resolution has nothing to do with the game Render Scaling but with the VR Compositor Render Scaling instead. This is because in the VR API, these are displaying as “overlays”, which are textures projected on polygons in the 3D space over the existing rendering from the game.
You could for example configure the game render scaling to 50% and the SteamVR/OXR render scaling to 200% and you should have high legibility of these panels (the in-game popup panels like ATC, Weather, as well as the in-game multiplayer name tags) all rendering above a soup of pixels. The reverse is true as well, you can use in-game render scaling of 200% and VR render scaling of 50% and they won’t be legible at all.
The real reason could otherwise be much simpler than this of course, this is just speculation.
*what I mean is FS2020 is using these values to initialize OXR and WMR compositor picks up these OXR initialized values differently than say SteamVR compositor for example.
I know I’m kind off topic but it’s relevant in the way it prove a buggy interaction between VR and 2D settings.
Ok, so after lot of tests tonight with the brand new release I finally found a way to reproduce the bug I talked about, the one where my 2D Render Scale suddenly is equal to my VR Render scale of 70% instead of my usual 100%.
The only thing I have to do is quit the Sim directly from VR (which I never do usually), not from the 2D monitor view. In that case, the setting Video->PrimaryScaling is set to 0.70 (instead of 1.0) in my UserCfg.opt file.
Pfffiiuuuuuu, it was an hard one to find, and finally so easy to reproduce (at least on my configuration).
Sadly I still not seeing any improvement by setting 2D RenderScale to 200%. Possibly this interaction will help great brains we have around here to find what’s going on with the 2D Render Scale settings?
I’m using an RX 590 and mine went from (almost) unusable from the shimmers to 100% lack of shimmering and I can actually enjoy the experienc…at least until my eyes get tired after an hour or so.
I don’t chase FPS so I can’t say if it changed or not. The improvement in clarity was amazing. What I see now (in FS 2020) is a limitation of my RX 590. For instance, VR in XP11 has always been (Q2 quality) clear, so it was really annoying trying to enjoy FS 2020 with the TERRIBLE shimmering I had.