Camera translations via the VR headset appear stuttery(?)

Is it just me, or does moving the head result in a lot of perceived stutter?

I don’t even mean actual stutter. When doing rolls in a plane, observing the horizon, considering the frame rate, things appear relatively smooth (now with SU5 anyway). But when forcing camera translation, by moving the head sideways, prominent elements in the cockpit, say pillars or big elements, move rather stuttery through the field of view, as if the camera position gets updated at a lower framerate than the game runs at. Rotating the camera appears also way smoother than translating it.

Am I the only one noticing something like this?

Not the only one - you’re exactly right. Interesting thing is, that it doesn’t seem to be a fps issue. We had some discussion on the same thing in another thread a few days ago. I did play around a bit after and as you say, there’s a kind of stutter if you translate but the indicated fps stay pretty much the same. I don’t notice the same thing when I turn my head.

I think I’ve learned to live with it … just one of the many compromises I have to make to experience the joy of VR :laughing:

Yes, it is mightily annoying, and even with a 10850k and 3090 setup I cannot easily avoid it.
The only solution for me has to be to enable motion reprojection in the OpenXR developer tool and then download the propeller mod fixes from flightsim.to to reduce the warping caused by the motion reprojection.

I now have a nice, smooth cockpit free of stutter, but as soon as I disable motion reprojection it comes back again.

Interesting that motion reprojection helps with it. I suppose it notices that the camera doesn’t move in relation of the headset and interpolates anyway, despite being at higher framerates than the camera motion? I mainly fly jets, I suppose that might work somehow.

I am aware of this too and sometimes it is more severe like I had cranked up settings too high in the time before SU5. I had finally reached a level of enjoyment for me within the constraints of VR in terms of landscape look and smoothness before SU5 that just isn’t there now with many issues and despite some of the suggested workarounds or supposedly being able to increase some settings now.
Quest 2, RTX 2060.

Thanks for your post. I keep lowering my settings thinking that would fix it but it doesn’t. After reading how you described the problem, it makes sense. It’s a translation problem independant from fps values.

Maybe you should move your post to the “bugs” section so I can give it an up-vote.

Not for everyone, it seems. I’m getting stutters when turning my head both with motion reprojection on and off. With MR, it even seems more pronounced, but that maybe subjective due to otherwise smoother visuals.

11900k
RTX 3090
471.41
32GB
100Mbit/s
HP G2 WMR/OXR latest

OK, it seems like I tracked the issue down, it was self-inflicted.

I set the throttling behavior in SteamVR to fixed and selected 60fps as rate (Valve Index at 120hz here), I think because someone suggested it a while ago. It seems like that caused plenty of issues, when the game couldn’t actually reach said 60fps. The frame timing per SteamVR is ~20ms, which is 50fps-ish. So I dropped it to 40fps in SteamVR and camera translations smoothed out.

Furthermore, motion smoothing worked like ■■■■ and artifacted a lot at the 60fps setting, now with 40fps, it’s buttersmooth.

So situation seems this, and I don’t know if it’s MSFS only or a general thing with VR games, but if the rendered frame doesn’t reach SteamVR within the time it expects, the camera in-game goes crazy time.

SteamVR has an auto-throttler that tries to estimate how fast the game can render, but any jitter upsets things again. You can configure the throttling behavior to fixed within the per-application settings, and then select a maximum frame rate. I started with 40fps, which fixed pretty much everything, but considering there’s still micro-stutter here and there, I went with 30fps to have headroom and be able to ramp up Trees and Buildings to Ultra (because their shading makes or breaks the visual IMO). Combined with motion smoothing, everything’s dandy.

At this point, I’m more CPU limited than anything, since GPU is still at 70%-ish (that’s 30fps on a 3080 with 150% supersampling in SteamVR).

There’s still occasional stutter in the game, that creates intermittent judder, so anything Asobo can do in future certainly helps.

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