Any idea why the Asynchronous setting doesn’t stick at ‘Disabled’?. Every time I restart the Oculus app, it sets itself back to ‘Default’
Using this with a Quest 2 via Oculus link
Any idea why the Asynchronous setting doesn’t stick at ‘Disabled’?. Every time I restart the Oculus app, it sets itself back to ‘Default’
Using this with a Quest 2 via Oculus link
ASW always resets after you restart the Oculus app. You can make a shortcut to disable ASW by going to Oculus > Support > oculus-diagnostics, right clicking on OculusDebugToolCLI > Send to > Desktop (create shortcut).
On the desktop, right click on the shortcut and click on properties. Go to target and put “-f Commands.txt” at the end. (without the commas and leave a space)
Create a text file on the desktop and rename it to “Commands.txt”. Inside the text document type server:asw.off
exit
Save the txt file and place it into Oculus > Support > oculus-diagnostics. Now when you run the shortcut on the desktop asw will be disabled.
Is this right for target? “C:\Program Files\Oculus\Support\oculus-diagnostics\OculusDebugTool.exe -f Commands.txt”
It’s OculusDebugToolCLI, not OculusDebugTool. OculusDebugToolCLI is the Command Line version. Create a shortcut of OculusDebugToolCLI and set the target as “C:\Program Files\Oculus\Support\oculus-diagnostics\OculusDebugToolCLI.exe -f Commands.txt”.
My bad, I misread. I have set it up and it is working. Thank you so much!
No problem, glad I could help!
Actually, when I run the DebugTool , it shows the setting as flipped back. Can you tell me how I should use this script?
You should just run the script once by double clicking on the OculusDebugToolCLI shortcut on the desktop after you start the Oculus App. ASW should then be switched off. I use the same method to set it to 45 and it works pretty well.
Perfect. Can I ask what Quest you’re using and why you’re setting it to 45? I thought the recommendation was off.
I’m using the Quest 2 and Forced 45, ASW enabled. I’ve read an optimization guide recommending ASW 30 but it made me motion sick so I tried 45. It feels smoother even though I can’t reach 45fps in game due to my specs. I actually never tried playing with it off because I thought the framerate wouldn’t be smoothed out, making it worse. I’ll give it a try tomorrow though. How smooth is VR for you?
I disable ASW. The only time I noticed it was useful was when I turned my settings and render scale down to achieve close to 45fps. But with my current settings, I get 35-40fps so I disable ASW which gives me a better experience.
Not that great, but it’s a bit better after I have tried all the suggestions in various forums.
What I don’t know is why gameplay does to 30Hz in Flight Sim but stays high when I am using other apps like Google Earth.
MSFS in VR is way, way more taxing on your PC than Google Earth VR. There’s the physics, complex models and all the weather simulation taking place at the same time. It’s more advanced compared to the static world of Google Earth.
I am not technical enough to understand, but does this complexity decrease refresh rate? Also, I noticed a HUGE number of dropped frames.
In simpler terms, yes. There’s a lot more going under the hood which results to less fps because your PC has to do more work. The dropped frames could happen for a variety of reasons though. It could be your PC or the fact that the game isn’t optimized properly, which I think it’s the case as most people drop frames.
My rig: Intel i7-10700F - 32GB Memory - NVIDIA GeForce RTX 2070 Super 8GB. The game runs on an an M.2 SSD. Perhaps I need an i9 and a better GPU?
What’s your render scaling in VR? Also do you have V-sync set to fast in the Nvidia Control Panel? It’s supposed to make the experience smoother.
Render scaling is 125
I used the Oculus debug tool to set:
Also, VSync is set to fast.
Do you have Hardware Accelerated GPU Scheduling and Game Mode off? Both can create sync problems between the CPU and GPU which results to stuttering in VR. To check search for “Graphics Settings” and “Game Mode Settings” in Windows. If you still get stuttering after that I would change the encode resolution width and the bitrate to their defaults in the Oculus Debug Tool, set the “Pixels per display pixel override” to 2, then go to MSFS and change the Render scaling to about 50/60 and TAA enabled. What this does is it uses MSFS’s TAA upscaling and Oculus’ super sampling to render at a low resolution and output a higher resolution image to the Quest’s display. You can try different combinations like Render Scaling set to 60 and the pixels per display pixel override set to 2.2. Play around and try to find a balance between resolution and fps.
I personally use 90 render scaling in-game and 1.2 PPDPO in the Oculus Debug Tool. I have a Vega 56 and I found that it strikes a fine balance between visuals and fps.
I do believe that I have game mode off, but I think Hardware accelerated GPU settings may be on.
Will look into this tonight when I am off work. Thanks for the tips, I will post back with results.