I don’t know much about quad views, other than utilising this method is supposed to improve performance. But as somebody about to buy a Crystal Super as my first VR headset…I’m watching with interest!
I got instant CTD every time when activating VR with foviated rendering turned on in sim with my Crystal Light. Works fine with it turned off so something is not working. Sim seems to be smooth and good performance even without it.
It could improve performance, if you have enough CPU load headroom. But that’s hard to accomplish with MSFS2024 as it taxes CPU as well as GPU. So depending on your load distribution depending on your settings and system config, it might be able to improve performance.
At the moment it’s more like a tool to shift load from gpu to cpu (but not at 1:1 rate).
So the quad views foviated rendering option can work through Virtual Desktop? Interesting! I will give it a go with the Pico 4 tomorrow. Might be able to bump up the super sampling with it on…
I have a Pimax Crystal light. My cpu 5800X3D. My gpu 4070 plain.
And so my hardware is way below a 9800X3D or 4090.
After installing SU2 BETA, my performance in VR improved a lot!
I run DLSS Balanced, and High End Rendering preset. Also 100% rendering slider in Pimax Play. I could never fly with such high settings like that before the BETA. Of course I have to use AI traffic instead of multiplayer traffic options.
I was investigating buying the Lighthouse Faceplate and a Base Station for my PCL. Not any more, because my PCL now tracks perfect because of the greater performance.
The issues that were there for the mouse and EFB in VR 2024 are still there in the BETA. There was no improvements at all with those.
Works beautifully for me with the Pimax OG and eye tracking. With “native resolution” and DLSS4 Performance mode I went from 45fps to 58-60fps, a huge increase. CPU render time went up and GPU down slightly so I am now CPU bound in rural areas with the C172 Garmin. I had to lower TLOD down a bit from 300 to 200 to take some load off the CPU. It will be interesting to see if I get a further boost when I upgrade to a 9800x3D.
Hey, are you sure the eye tracking is working? I haven’t tested with Pimax yet but I tested with two other eye tracked headsets without luck. I did some tracing and it looks like the game isnt querying the data. If you’re using PimaxXR (I think you mentioned you are before?), could you follow the instructions on my wiki to capture a trace?
I’ve now had time to test things better. I was basing that assumption on the fact that I can’t detect a FR centre rectangle of sharpness with a sudden fall off away from the centre. Some people say you can see it in overcast clouds or at night. But I can’t see anything like that.
I have eye tracking enabled in Pimax Play (checked to make sure IR LEDS were on with my phone camera); under Dynamic Foveated Rendering I have Pimax OpenXR Quadviews selected. However changing from performance to balanced or quality does not seem to do anything.
Switching off eye tracking or indeed Dynamic Foveated rendering in Pimax Play doesn’t seem to do anything visually in VR.
I do get a bump in performance with Foveated Rendering enabled in sim, along with a 5-6ms increase in CPU render frametimes.
I am using PimaxXr, so I’ll go to your wiki now to see how, and will capture a trace for you.
Thanks as always for your input.
Foveated rendering with quest 3 and link cable is noticeably smoother and I honestly can’t see a reduction in quality. Really really happy they have added this feature.
This is the easiest way for me to see it, while you’re in the cockpit look at the bottom of the screen with just your eyes, keep them there while you nod your head and you can probably see where the line is where the resolution changes
Another option I have seen is enabling an in-headset performance overlay. With FR on, the overlay is not drawn on the foveated region so it makes it super obvious.
No, it doesn’t support eye-tracking but there is still a benefit of in-game fixed FR for all headsets - especially if in the future we are given control over the settings. Headsets with eye-tracking are a niche within a niche so we want to avoid suggestions that only a few will benefit as that will likely push it down the dev priority list!
I think the current implementation is very conservative, and TBH I have a hard time seeing the foveation (in fixed mode). So I wouldn’t be surprised if people might think ET is working, while it is not.
Also - for clarity, the way Asobo implemented quad views here DOES NOT rely on the quad views “platform extensions”, aka all the stuff Pimax Play or my Quad-Views-Foveated (or TallyMouse GUI) speak of.
Their implementation is 100% in engine, and the VR runtime only gets a stereo image. This seems to be their (very good) approach at solving 1) compatibility and 2) screen-space post-processing.
OK, I captured a trace, but I could not select Pimax OpenXR Quadviews when using your PimaxXR OpenXR Control Center. I think I managed to get it to stick with this trace, though have no idea if that even needs to be selected.
I have zipped the etl file, where should I send it? Forgive my ignorance, as I have not done this before.