Is that approximately 20 FPS everywhere, on the runway and at 10,000 feet? In a Cessna 172 and 747?
Interesting - I’ll definitely give it some more thought.
In the meantime, can you please take a few screenshots and upload them in this thread so we can look at them (by the way, please leave the Oculus ASW feature disabled when taking the screenshots, we want raw data):
when in VR, enable MSFS developer mode and turn on the MSFS in-game FPS counter (it’s hard to see properly in the headset because it only manifests in one eye, but don’t worry about that too much as you’ll clearly see it on your monitor. Just use the print-screen button on your keyboard). With such a low FPS the stats might be flashing yellow and/or red. Take 2 screenshots, one on the ground and one in the air (5000 or 10,000 feet).
can you also take 4 screenshots of your Windows Performance Monitor (2 of the CPU and 2 of the GPU stats page, again, on the ground and in the air. I’m curious to have a look at your clock speeds, core loads etc.
Can you also please confirm:
in your BIOS what speed your RAM is running at. Is it 3200Mhz?
I believe your CPU has 6 cores and a base core frequency of 2.5 GHz. It has a max turbo frequency of 4.4GHz but will generally only maintain this for relatively short periods of time per interval (e.g. 60 seconds) as defined in the chipset and bios. Some CPU cores will also throttle their speed if thermal issues come into play, but this usually only effects laptops. Based on your specs it sounds like you probably have a mid-tower PC so cooling probably isn’t an issue. Are you currently using any overclocking on your CPU? I only ask so we can establish a sort of baseline and to know what we’re working with.
Sing out if you’re unsure about anything I’ve outlined above.
@DeltaFlyer44 I am trying to run through the info you requested, but stuck on a stupid point. I am running 2 monitors, The sim on one, Google etc on the other.
I tried to take snapshot in VR by pressing Print Screen, but It took me into the Drone view. (I have not set that) cannot see setting to change to print.
Secondly, How can I take a screenshot of Task Manager etc whilst in VR as I cannot move my mouse onto the second monitor as it is locked in vr mode?
Some info collected so far.
Stock 747 on runway at stock LFPG 18fps at 10000ft 24fps
Cessna on runway 20fps at 5000ft 22-28fps
PMDG on runway 16fps at 10000ft 20-24fps
In Bios memory detail is 2133Mhx Capacity 32768 Voltage 1.200
I am not overclocking
I have all setting currently set as per your specs.
@satshanti Thank you for your settings, I am trying those as well, those RGB settings look good.
You can try using Alt-TAB to cycle between apps to bring them to the foreground.
For example, with task manager:
Press the Windows key + R, this will display the run command.
type taskmgr then press enter.
it should automatically be in the foreground, but if it’s not, you can press Alt-TAB to cycle between your open apps to find it (you may need to peer out from underneath your headset whilst doing this). Once you find it, release Alt-TAB and the task mgr will remain visible. You can then drag the window across onto your second monitor.
when you press print-screen, it will by default capture your entire desktop (I.e., both monitors). To prevent this from happening, you can select the taskmgr so it’s visible, then hold the Alt key down whilst pressing print screen. This tells Windows to only capture the selected window.
alternatively, you can simply paste the full screenshot into Microsoft paint and crop out the stuff you don’t need.
Thanks for the other info, that’s good to know. I’m also glad you’re getting higher FPS at 10,000 feet. That’s reassuring.
I will let @DeltaFlyer44 guide you on the system specs and CPU/GPU usage, but to anticipate that a bit, as I expected in your system, as in mine, you’ll almost always be GPU-bound, so it’s not so much the LOD’s and traffic that limits you but the render pipeline and graphics settings.
Seeing that you’re struggling to reach the necessary minimum 27 raw fps in all circumstances to allow you a stable 24 fps with ASW30, if you’d like to try my settings, the first thing to do would be to reduce all the settings I have listed on Ultra (except the pre-caching) to High. If that’s not enough, lower them further to Medium (but leave clouds on High because they just don’t look good on Medium, but you could try).
@satshanti I just tried your settings again and adjusted down as you suggested.
I had left it on TAA but was still only getting 20fps, then I switched to DLSS whilst at 10000ft, and bang I am getting 28-30fps.
So looks like DLSS is must, then go from there.
I will see what @DeltaFlyer44 makes of it all. Maybe a bit more to be had…
Still not using any Batch options at this stage.
In my opinion it is, at least for the GPU we have. I use Balanced. But it needs to be combined with SS to maintain a necessary level of sharpness. Have you set the ppdp override (SS) higher with OTT or ODT or have you left it at 0 during your tests?
Once you’ve made sure you can get a stable 27 fps everywhere, not just high up in the air, setting ASW30 and fixing fps at 24 will smoothen your experience.
And using the FOV setting will greatly improve your frame rate or room to raise settings. You just have to spend some time finding the setting that just makes the black frame disappear out of your vision. As I said, start with 0.7 0.7 and work your way up from there. I use 0.82 0.8 but I think that 0.85 or 0.9 should be viable for anyone.
One of the cores in the CPU is loaded, but overall it appears to be handling everything reasonably well. Speed wise it appears to be holding just below 4GHz which is really good actually. The clock speed on your RAM is low, but you have 32GB so it should be fine at the moment.
@satshanti is right, the only settings that will have a noticeable impact on reducing the CPU load is LOD and traffic. Going below 80-100 on LOD increases the likelihood of terrain pop-ins and disabling AI traffic altogether can make for a lonely flight. I’d probably leave them as they are for the time being.
I agree with the assessment that @satshanti provided regarding being mostly GPU bound. You’ll likely either have to use DLSS, NIS, FSR, reduce the headset render resolution, or a combination of one or more of these, to achieve the best result.
I also recommend reducing your FOV values in the debug tool, if you’re not already doing that. With values of 0.8 x 0.8, you have %36 less overhead, when compared to full FOV (0.8 x 0.8 = 0.64 ; compared to 1 x 1 = 1.0).
There’s one other thing I’ll mention, and it’s an old technique so there’s no guarantee it will make a difference but it may work because of your 12GB VRAM. I recommend trying it first, just out of curiosity, as it should reduce the overhead on the render pipeline but still provide a reasonably clear image. Be sure to leave ASW disabled when trying it:
In Oculus app, set the refresh rate to 72Hz and lower the render resolution to 1.0 (or auto).
Start MSFS, and in the VR settings, set it to TAA, and lower the in-game render resolution to 60%.
In Oculus Debug Tool, set FOV parameters to 0.8 and 0.8
In Oculus Debug Tool, set the pixels per display pixel override to 1.6
I agree with everything else you’ve written, @DeltaFlyer44, but would like to make a few comments on the above. Before the introduction of DLSS, I also used this “technique”. I do think that setting the SS to 1.6 might be quite a bit too high for his system. It is for mine. I’d start with 1.2 and then raise it from there if possible. It might be worthwhile comparing this with using DLSS Balanced.
Basically that’s a more effective way of doing almost the same thing, reducing render resolution to 58% and then intelligently extrapolating the image back to its original resolution. I have made this comparison myself and found using DLSS to be more efficient. Still, it can’t hurt to try these things out for oneself.
Cool, sounds like you’ve already followed the same path. Absolutely, yep it’s basically doing the same thing. But DLSS should be better, except for possibly the blurry instrument issue.
The technique might give clearer instruments than DLSS but I’m not 100% sure about that. I know even DLSS quality setting renders my instruments too blurry, which is why I prefer to use TAA at the moment. I only have 8GB VRAM though, so anything above 1.4 pixel density routinely tends to create glitches and lag in Oculus desktop before I even enter MSFS, unfortunately.
Same here. I can do 1.35 max but then also need to set DLSS to Performance. With the handful of Ultra settings I use, I find using DLSS Balanced with 1.2 pixel density to be the sweet spot for me if I want to avoid having to switch settings on the fly. I could go to 1.3 for a sharper image but then I’d have to give up on the gorgeously detailed clouds, the subtle realism of full ambient occlusion, a lush tree canopy and the full height of New York’s skyscrapers reflected in the Hudson.
They are nothing special. They don’t do more. They just make it easier to quickly set up the VR session the way you want it. FOV and pixel density can also be set with the Oculus Debug Tool. Just make sure (as with the batch files) to set these two settings BEFORE you activate Link. So if you want to change these settings for testing purposes, you need to go out of Link again into the Quest menu, change your settings (and be sure to press Enter or click on another field in ODT to actually do that), and reactivate Link.
ASW can and should be changed while in the game in VR. And if you can’t get your head around the batch files for that, just use the Oculus command line interface (CLI.exe) like @DeltaFlyer44 suggested all the way at the beginning and type:
server:ASW.Clock30
I cannot seem to find Oculus CTI.exe, I have searched in file explorer but nothing comes up?
I currently have 30Hz set in OTT, does this do the same thing?
Can you also confirm what settings I need in ODT please.
I have now set the headset at 70Hz with standard res.
EDIT: I am getting 35fps on stand.
Also I am seeing little black lines appearing round the outside of the lens which disappear when I move my head but come again if stationary for a little while?
Look in C:\Program Files\Oculus\Support\oculus-diagnostics for OculusDebugToolCLI.exe (not CTI) - stands for command line interpreter.
You can always verify many of the Oculus settings by enabling the “performance HUD” at the bottom of the ODT - Visible HUD - set as “Performance” and then Mode = Performance Summary, Oculus Link, etc values will display on an semi-transparent overlay.
If you are getting 35-36 FPS, then you are setting it correctly and getting one-half of 72HZ
The black lines indicate that maybe you should increase the “0.7;0.7” settings a little to get rid of the thin black lines at the edge.
OTT, ODT and CLI (the batch files access CLI) are merely three different ways to access the Oculus driver settings. I don’t use OTT for MSFS as I’ve noticed that certain settings don’t stick. I find it better to use ODT and CLI, at least for MSFS. For everything else I do use it exclusively, because it IS a great piece of software, just to be clear.
ODT has an easier interface but doesn’t allow setting ASW lower than 45. Otherwise they serve an identical purpose. So those FOV and SS settings can be set either way. The rest can be left at default.
I presume you mean 72Hz and by standard resolution you mean the maximum setting, not the default setting, because you want that at maximum.
As @SearBreak225638 mentions, those are the result of the FOV setting. Increment these slowly until they disappear and you have your own optimal personal setting. I have it set in such a way that when I purposefully look at the edges I don’t see the black frame. But our peripheral vision reaches a wider area than our direct gaze, so because of that I still get a slight impression I’m looking through a rectangle rather than an oval. I take that for granted as it’s giving me more room to increase graphical settings.
Well guys, I have finally managed an enjoyable flight. I set Quest to 72Hz with Maximum res.
I used those 2 batch files and worked a treat.
Good graphics locked on 24fps, although it did go higher in flight.
FOV 0.8; 0.8 works for me just fine.
The only gripes I have are I wish that cockpit text was a bit sharper, and a little stuttering when turning and looking outside.
Otherwise, a dream to fly.
I cannot thank you guys enough for all the help, I was about to give up having spent weeks myself trying to make it usable.
I’m glad you’re happy! Because it gives me such joy to fly in VR, it’s worth it to just help out someone to achieve the same.
For increased cockpit sharpness, you could try setting DLSS to Quality, but then you’d have to reduce the pixel density by 0.1 to compensate. It might be that outside clarity goes down a bit then. See for yourself.
And on those stutters when fast turning your head, flying low or at airports or over cities with photogrammetry, even folks with the latest and greatest CPU/GPU combos still get those sometimes. Consider it part of the MSFS experience!
Not sure if it will help, but I’ve noticed since update v47 with Meta, I get quite a lot of lag/stutters and strange FPS drops when using the link cable. Tonight I switched over to AirLink and set my bitrate back to 0 in the debug tool. Everything ran much smoother which surprised me and the quality was still nice and crisp.
I’m going to stick with AirLink for a while, at least until the next meta headset update drops.
You may remember I had the same experience with v47. I experimented a lot at the time and I personally think it’s not cabled Link that’s the problem, but the encoding setting. You mentioned you switched to AirLink AND set the encoding bitrate to 0. I think it was the latter that did the trick, not the switch to AirLink. I’m still using cabled Link, but have changed the encoding from 450 fixed (which I used with the previous version) to a dynamic bitrate with everything set at 0 to let the driver decide on the optimum bitrate. That completely remedied the unplayable stuttering I got at the fixed 450 setting.