Then a follow on question would be why? It’s not a VR specific setting.
I don’t have OTT installed at all. I don’t mess with the debug tool at all.
Again, in my case, no difference in frame rate or smoothness. What it did get rid of was the shimmering effect I was seeing. It was like the trees were made of mirrors and were being blown around.
That is the million dollar question. Nobody seems to know why it should work or why the PC setting should effect the VR stuff. It makes zero sense, right?
In my case, same fps, maybe 1 more, and a little bit of sharpness, but nothing remarkable. My rig: 10900k, 3090 Asus strix, 32 ram, G2, at 80 in Openxr and 100 in game render scale. Last Nvidia drivers.
You can add at least something in your profile. Click on my “H” to see mine. I tried to ensure the relevant items appeared on that short list so you don’t actually have to get in to the profile itself.
When I employ this extremely welcome ‘trick’ I am experiencing what I would term a performance boost in this way:
Without the ‘trick’, in highly congested scenery areas and in VR, on my Oculus Rift (CV1), whenever I turn my head I am getting black areas at the side as I turn that take a while to repopulate with an image, and the turn feels stuttery. With the ‘trick’ this is all but gone.
While this may not be the classic performance boost that users expect in terms of fps, for me it is a massive performance boost in terms of experience.
I fully appreciate that others are not seeing the same levels of improvement (if any at all!)
No difference with pimax 8kx for me.
Not better, but not worse either. maybe a WMR thing
(10850k@5.0 Allcore / Titan RTX unlocked /32gb@3800/c17)
G2, 10900KF, 3090. Screen 2560x1080 native, PC render scale 200 in windowed mode
OXR is now 90 instead of 70. VR render scale 100, motion repro Always ON
Not so much more clarity but some and overall a lot smoother.
Latest driver, all stock except vsync off
All OXR updated
G2, Ryzen 5800x, 3090, 32GB RAM. Made no difference to me sadly. Sim already looked nice but was hoping for nicer
Those black areas you see on the sides (and top and bottom if you pan up or down quickly) are from reprojection. Your system couldn’t render the new frame in time so takes the last frame and shifts and stretches it as necessary to approximate the missing frame.
If you are seeing less of those black regions as you move your head, provided the scenery complexity and head movements are the same or similar as before, then you are indeed getting a performance increase. I’m pretty sure it’s the only way to lose those black areas at the edges that are due to reprojection.
Mmmm weird. I also have a Rift CV1 and monitored precisely my machine, testing this new trick which did nothing for me. I posted my monitoring screenshots few days ago above.
I have a 42" TV 1920x1080 60Hz as monitor, and I tested with my usual windowed mode 1280x720 when I fly VR, and also in fullscreen 1920x1080, vsync ON or OFF, without any changes…
I’m curious : Could you specify which monitor resolution you have and how is configured your 2D settings : Resolution and windowed or fullscreen?
My monitor is 2560 x 1440.
I agree with this. The performance increase that I am experiencing is similar to how you described here.
Has anyone found any pattern where it works or not? Seems WMR gains but SteamVR doesnt?
Maybe someone should set up a google sheets that we can add our relevant specs and whether it does anything for us.
No gain with WMR here.
I suspect people not using 100% OpenXR and MSFS render scale see gains.
I don’t notice any difference. Store version, Rift S on a 2060S.
Edit: monitor is 2560x1440
Should have something to do with different resolutions between 2D dispay and headset. When switching to VR the split image is also being displayed on the display. I am not an expert in GPU technology but I can imagine the GPU has to do a calculation for this.
In answers from people claiming a massive gain I often see they are running on a HD res monitor while people claiming seeing no difference often are on a 4K monitor.
If we would like to find a pattern we need a few basic parameters.
-
What is the native resolution of the 2D display?
-
Check which resolution you have in the MSFS 2D settings after applying the 200% renderscale.
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Check which resolution your headset is being rendered in VR settings.
ok, in my case, as I told before, I could not see any differences on FPS or MS or number in general, it is a perception difference, like less stuttering and more fluid flight.
My desktop resolution is 3840x2160, MSFS running on full screen at the same resolution and Rendering Scale to 200%, I’m using Valve Index, with SteamVR SS set to 150%, MSFS rendering Scale and TAA fort VR at 100%.
My setup is I7-8700K Oced to 5.025Ghz, RTX 2080 TI Oced +152Mhz, 64GB RAM, MSFS Installed on M2 Drive Samsung PRO 970
Ouch I dunno, if I go over 80 OXR and 90 TAA, it starts getting too unsmooth for my liking. Thanks though!
No improvement for me.
Reverb G2
RTX 3070
32GB RAM
TAA 80%
OpenXR 100%, WMR
No reprojection
2D display 1920x1080, render scaling 100% → 200%