Foveated Rendering for VR

I’m sorry but if you want more fps in VR, or more resolution with the same fps, we need all those features. So yes, at the moment Asobo and Microsoft should improve the VR performance. Besides, it is a Microsoft game and it’s a showcase of its technology DX12. At the moment quite poor in that subject.
Promising but they need to keep pushing as soon as possible.

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You never cease to amaze me! You’re unstoppable. Does it work together with NIS/FSR or is it either/or? With Reverb G2 (the heaviest hit by the FPS woes consumer-grade HMD because of its high resolution) the sweet spot is not that wide, and the edges are noticeably blurrier, they definitely can have lower resolution without being very noticeable. 6FPS can make a huge difference with motion reprojection enabled. They can push an unplayable mess over stable 22.5FPS or push it to the stellar MR over 30FPS.

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It’s independent of upscaling and can be used with it.

Will have to do a lot of perf measurements and tweaking to get definitive number. My numbers were Sedona runway OXR 100, game 100, no NIS/FSR, no MR. Getting about 24 FPS without FFR, which got bumped to 30-32 FPS with the (few) FFR settings I’ve tried. Some combinations looked nicer than others in terms of quality.

I did try NY today and unfortunately the gain wasn’t as big. I’m sure once it’s released everyone will find the best practices and settings, and I indeed expect that combining with FSR will yield even more combinations.

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Large photogrammetry areas seem to eat CPU more than GPU, so that’s why GPU-related enhancements help less there. But every few FPS are important for VR, as any single FPS can be a deal-breaker, pushing VR into unstable jittery vomit-inducing mess :slight_smile:

Great to hear that upscaling and FR are independent and can be used at the same time!

We’ll eventually have another tool to play with, once Asobo releases DLSS!

For my own education, when you use NIS/FSR and FFR together, which one is applied first during the rendering process?

I wouldn’t rely on that too much. It’s very likely not to work in VR when released. Seems that Asobo is down-prioritizing VR into oblivion, judging by the excruciatingly slow VR progress in the sim. 2 years after releasing VR MSFS still doesn’t support all VR features properly that X-Plane supported for ages. I wouldn’t bet on them implementing DLSS in VR when they couldn’t get right as trivial thing as rotating knobs with precision. Bugfixes should be done before new features are introduced, and those are slow coming, unfortunately… I hope I’m wrong and would be pleasantly surprised. But a single enthusiast on his spare time has done in one month more ground-breaking VR development for MSFS than a 6-person full-time team has done in a year, even with the hard limits of what he could do from outside of the sim.

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FFR happens as the scene is being rendered.
Upscaling is a post-processing step.

Thanks for the info mbucchia!
The world needs more people like you, you’re the best! :+1:

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I posted an update here:

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Thanks for the link to your post, I’ll be sure to check it out regularly!

Awesome to hear! The utility you mentioned earlier has been a subject of discussion over on the iRacing forums, with several people getting good results. The obvious drawback for MSFS being that it’s OpenVR only. So it’s awesome to see you will have a solution for MSFS very soon! Will definitely be trying it out… if I could get just enough to keep my FPS above 40, that would be great. I think that may need DLSS as well, though I am seeing some pretty good performance with the latest nVidia driver.

Anything to improve the VR experience with MSFS in VR should definitely be a goal with some priority. I would say that right now the VR performance is acceptable to good, but I wouldn’t call it great. It seems like most users are happy to just get 30 FPS out of the sim, with some rendering sacrifices, so any little tricks that can squeeze out more FPS, or more resolution and detail at the same FPS, are very welcome, especially with the high resolution headsets. 90 FPS is definitely a pipe dream for now, but being able to maintain a steady 45 at 100% render scale and a good amount of detail I think will be achievable with things like DLSS, FFR (and hopefully FR with eye tracking), etc.

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This is exactly my impression. But that does’nt means that there is no more potential.

So far I managed (after 14 months of trial and error) to get almost stable 27fps out of my 11900k/3090 on medium to high settings in most cases and not to challanging locations. Thats fine on flight level 400 and I enjoy it. But on approaches in pg areas or with lots of handcrafted buildings even the 3090 has hard to fight to keep this framerate. And looking sideways at low altitude is a slide show on 140knots near the ground. I think the goal to reach is about 50fps, maybe someday 60, even under hard conditions and to get these we will need an 4090 or some code optimization.

I hope foveated rendering and DLSS can help here. Until then msfs2020 is strictly gpu limited even with an 3090. You can turn it left or right and even through pink glasses everything else is wishful thinking.

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Agreed.
DLSS Could improve things significantly.
WideFOV support could boost 30% for wideFOV users
Static Foveated rendering could help.
DirectX12 could help.

Otherwise it’s a 4090 for me.

4090 challenges:

Get one.
Get an 1500w power supply
Calculate 1coin of energy cost for 2 hours of playing, for my time of playing thats about 500 coins a year.

So I prefer DLSS :wink:

lol, let’s even out the playing field

DLSS challenges:

Learning this very complex technology
Getting it implemented
Getting it implemented right
Getting it implemented, in VR
Getting it implemented right, in VR in VR
Getting it implemented in a way that gives you better performance
Getting it implemented in a way that gives you the best quality

Sorry, but I think a lot of folks don’t really seem to understand the complexity of these features. It’s not like snapping your fingers and it appears out of nowhere.

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There are some coder gods out there, I thrust them :wink:

Fixed Foveated Rendering is out now, with the latest version of the OpenXR Toolkit: OpenXR Toolkit (upscaling, world scale, hand tracking…) - Release thread - Virtual Reality (VR) / General - Microsoft Flight Simulator Forums

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Could not thank you and all involved enough for getting it done in record time!
I gave it a quick try and saw an average gain of 4-6 fps depending on settings.
Lots of good stuff to play with :+1:

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Great new feature in your software!! FFR gives extra performance and let you decide the % of the rings and the resolution in them. Many thanks.

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