Not sure why you are using Nvidia or OXRTK to lock the frames, Rivatuner is much better! Only thing I’ve found that’s as good is the Varjo Base sync function.
And this goes without saying but of course you need to ensure that you really are holding at a rock-solid 45fps. If not, adjust settings. I’ve also found that going much above TLOD 100 can reduce smoothness, even when it’s showing 45fps. So start off with TLOD 100 (and clouds High).
I’ll try that. Hearing RivaTuner brings me back to my youth.
I just found Open XR easy to adjust in VR. Although sometimes it requires a full VR session restart before it’s actually working right.
Unlocked I’m seeing about 58 FPS on the minimum end using a TLOD of 120 and high clouds. But up in air it’s usually 60 to 70s.
Locked at 45 did look amazing in a way I couldn’t get with my 3080ti/5800X.
Speaking of where to set things, where are you guys setting the render resolution? I’m doing that in the OpenXR Toolkit as well.
I tried in the WMR settings but I don’t think it did anything.
set up my render resolution (supersampling) also in OTK. It works well, inclusive all the other features in this fantastic tool.
Only issue is I can’t seem to tell what the original resolution was or should be for 100%.
When you try to look up headset resolutions every answer seems different.
If you are using OpenXR Toolkit to customize the resolution, you can enable Safe Mode, then go into VR and restore defaults. Your original resolution will return.
I just wonder if you have answered your own question. I am assuming that your aim is a nice smooth flight.
Each setup is different. I think that you can only answer your question by trial and error until you arrive at a setup where you have a nice smooth flight with good scenery. Once achieved forget about FPS. It is just a number. Higher FPS doesnt mean always better flying experience.
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Perhaps, but I like to tinker and tweak out the best experience possible. Eventually, I’ll just ignore it all and have fun.
I go through phases of tweaking, flying, scenery development, and then a few months off.
I can’t seem to find Riva Tuner. The Wikipedia page seems to indicate it’s not licensed any longer since it’s Russian owned.
Okay, I was confused by it being a statistics server.
Fair enough. I think we all tinker now and again.
Personally I have a test airport. I will fly from there with the same plane, same weather settings, same month/date settings. I do this after upgrades. Doing this I notice immediately if there are changes. Equally if I change any settings I use this scenario. That way I find it easy to notice changes. But I must admit I rarely then watch the FPS as I know that a higher number doesnt necessarily translate in a better flying experience. So I fly the same circuit when I test and being so totally familiar with the route watch for changes.
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I get the logic behind frame rate locking but I’ve never had any success with it on the Quest 3. Tried NCP, OpenXR Toolkit and also Riva Tuner including the front edge sync option. I get more noticeable micro stutters with the frame rate locked at 45fps with the headset running at 90Hz as opposed to no frame rate locking where I’m averaging around 60-65 fps.
Will revisit once SU15 is released as I’m not in the beta but without any locking, I’m getting very smooth, if not perfect performance.
I kind of noticed the same thing.
However, this sim can be very inconsistent from launch to launch. That’s even when using consistent weather, airports, traffic, etc.
I feel like it’s hit or miss if I will get working audio and glass screens. I started back in the sim this past weekend and I’ve had 2 launches with no audio and 3 with black glass screens. Those are two issues I’ve had over the years on multiple systems.
I think that frame rate limiting , and how your do it, depends a lot on your PC system and how/where/what you fly.
For me, I get the best/smoothest results with my Q3 and QPro using Link or Air Link with my i913900k/rtx4090 using Forced 45fps = no ASW , This is basically 1/2 ypur refresh rate, 40fps with 80Hxz in my case.
However you do this, I think that framerate limting helps a lot with PCVR. Always lots of ways to skin the same cat though, imho.
I’m curious what resolutions others are pushing with DX12 DLSS Balanced at 45 fps.
I keep pushing resolution up without noticing much impact. Everything is so sharp I think the G2 is getting in the way now. 
I’ve been monitoring power, and it seems like I’m only using 394 W peak and 240 W average. I’ve been reading about sense pins, hopefully my PSU (Corsair RM1000x Shift) isn’t limited to 450W. CPU and GPU seem to both be around 53-54 C. So much untapped CPU left 
how do you push the resolution up with DLSS? sorry for my ignorance
Someone could probably explain better than I could as I mostly just follow the advice of others on the settings.
I use the OpenXR Toolkit to set the resolution. Although there seem to be a few different ways to set the resolution, which can make it confusing. Then throw in the numerous ways VR headset resolutions are measured.
DLSS seems to give a performance boost at the expense of glass cockpit display clarity. For reasons I do not know, you can then up-sample quite a bit more than with TAA. With a high-end card this up-sampling can somewhat fix the glass display while making everything else very clear and sharp. There is also no shimmer that TAA has when you get to razor sharp clarity.
The big issue with DLSS on the sim is really the glass panels, and that seems to be improving.
I’ve basically set everything but clouds to ultra, then bumped the render scale resolution up to the point I was seeing about 50fps, then frame locked it to 45 fps. I’m still astounded by the clarity and image quality. This with a 4090//7950X3D combo (7800X3D might be a little better for the sim). I’ve even flow Manhattan, Miami, Paris, and London with good results.
After getting used to 45 FPS, I may try to dial it in at 60 FPS for comparison. I’ve never personally noticed the 1/2 refresh rate looking any better than say 2/3. But people say it’s better. 60 FPS does look more fluid but below that I can’t tell 55 from 45.
You need to push external render scale up, then ideally use a lower DLSS quality to get you back to the resultant in-game render scale you had before.
Eg. if you have a Reverb G2 and have 100% render resolution set in OpenXR tools (not toolkit, which it can also be done with but not in this example) and DLSS quality you get a starting render resolution of 3152x3084 which DLSS down samples to 2101x2056.
If you now go to 180% resolution and use DLSS performance instead, you start with a much higher 4228x4140 but DLSS performance, being more agressive in downsampling, puts you back down to 2114x2070 ie. nearly the same in-game render resolution.
Normally DLSS quality would look much better than performance, but doing it this way DLSS performance looks superior. You have to try it and see!
In fact, it is so good that I also do the equivalent of this in 2D and upscale my 4K using 2 times secondary scaling, then use DLSS performance to bring it back down to 4K and it looks magnificent and performs great.

I’d love some kind of interactive calculator that shows how it all works. 
I just kept upping the resolution in OXRTK to hit my target frame rate. Curious how the quality modes impact glass screens. Figure the GPU needs less wiggle room than the CPU does.
I think I’m currently on balanced. Other than the screens looking a tad grainy, I’ve never seen VR so clear and clean.
I’m picky about being able to see the screens too but it’s good enough I can deal. They look a little like a slightly blurry photo with some grain. If I VR zoom in they become really clean.
I’ve also read a few things about DLSS assembly versions. Seems like there is a new one coming or one that can be manually installed.