DX11 or DX12 for VR?

Got the Quest 3. What should I use? Whats the prevailing opinion on that topic?

Try using both and see what`s the best for you.

1 Like

the quest3 hates DLSS, i have TAA here. what would be the benefit of Directlx 12 ?

Really depends on your setup. I have a 10th series intel cpu (quest 3 set to hvec 10 bit) and DX12 definitely works better where smoothness is concerned.DX12 combined with DLSS quality or tweaked ultra quality I can achieve visual quality identical to TAA in DX11 . I do have to use openXR toolkit as well with the resolution override set to 115-120 % to achieve this. This setup gives a steady 40fps using godlike and SSW. As said above you have to play around with both to find the perfect balance for your system.

With my Q3/rtx4090 I still find that dx11 is more stable than dx12. I also find that HAGS disabled is more stable as well. Like the OP said, try these both ways to see what works best for you.

As I understand it, if you’re CPU limited DX12 is better as more work is done by the GPU, freeing up your processor.

If you’re GPU limited then DX11 may work better.

There is no golden rule though. It’s a complex web of interrelated settings. The only thing you can do is experiment with everything in every combination and see what you prefer.

Exactly. I use DX12: better FPS that allow for a few higher graphics setting. SU14 fixed DX12 such that DX12 no longer uses excessive VRAM, though it’s still more than DX11. Some insist that DX12 has problems which nix it’s usefulness and they are right for what they want out of MSFS.

I’m a Reverb G2 user but from what I’ve been reading from Q3 users, you are about to embark on a quest (pun intended) in search of the performance you desire, which will be fraught with testing and tough decisions.

It can be quite system specific, but if you have a high end GPU (3090, 4080 or 4090) then DX12 should generally perform slightly better. Prior to SU14 there was a major memory leak in DX12, resulting in severely reduced performance after ~1-2 hours of flight, but happily that has been fixed. VRAM usage in DX12 is quite stable now, and reasonable, unless you’re using dozens of major scenery addons.

There is one bug peculiar to DX11 which keeps me flying in DX12 though…

This problem is only noticeable in DX11, and it is very noticeable. Once you’ve seen it then it cannot be unseen. It technically does still happen in DX12 as well, if you carefully monitor the FPS debug window, but its effect in DX12 is so minor and brief in actual flight that I’ve never once been bothered by it.