Hp Reverb G2 feels "stuttery" with 30 FPS Settings?

Hi! Im getting a bit confused when reading through the setting threads in the forum. So first of all, excuse me for creating another one! :wink:

I have a
Intel I9-9900K cpu (overclocked to 4.9ghz)
32gb ram
GTX 3090 GPU.
Hp Reverb G2 VR Headset

I have tried lots of youtube videos with settings tutorial for the G2.
And according to Open XR Toolkit Im getting around 30-40 gps in PMDG 737-800. However it still feels like its really not “floating”.

Am I expecting too much? Looking at HW monitor , cpu usage is around 80%. likewise for the GPU.

Anybody got any suggestions? And anybody got any settings they are happy with for a similar system?
I would assume that Im fairly heavily CPU limited, right? Highly appreciate any help I can get.

I have similar specs (5800X3D, 3080Ti) and just gave up on VR. Too many problems. It’s nice for leisurely flying VFR, but for a complex aircraft it simply doesn’t work. I need easy access to a checklist, charts and other tools like VPilot plus a way to easily make notes when ATC contacts me.
Theoretically you can do all that in VR using various hacks, but I just feel completely drained after a session like that. Not considering all the fiddling required and technical issues with getting smooth performance in VR.

I have 4 screens, the main one is 43’’ 4k + one 15 inch touch screen where I put the FMS’s and overhead panel. For me it’s a much better experience.

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Well to me there is nothing like VR, so I am not returning to 2D. I had the rtx 3090 and 10900k before. But no doubt the big airliners do require more from your hardware. What is your OXR setting and are you using MR ? DX11 or 12?

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Hi, must say that I really like the immersion that the vr gives so I think Ill stay with it.

I have tried MR, didnt notice much of a difference to be honest. Didnt find a good tutorial for Oxr Settings, so at the moment thats back to default settings. If youve got any valid settings for that Im interested. I was under the impression that you couldnt change from dx12 in VR? There is no setting for that i think?

Can add that im running win 11

So back to the actual question.

Yes, you expect a little much from 30 FPS.

The thing is that 30 FPS is perfectly smooth if you look straight forward on a monitor and don‘t move your view sidewards. Objects don‘t move much on your screen, only very short distances of fractions of a mm on your screen. That’s when people tell you that 30 FPS is fine as long as it’s smooth.

The moment you add motion it gets different. An object that moves quickly on your screen, be it because you look out of the side window at a tree or house or it you use a head tracker to move around these objects move a larger way on your screen in the same time and still have to be projected by 30 pictures per second.

Now imagine you have a large angle of vision right in front of your eyes and the world moves around. Can this be smooth at 30 FPS??

50 start to get smooth in VR.

Yeah that is completely understood. Just got a bit confused since a lot of people seem to be very happy with around 30fps


I was happy with 18 FPS in P3D flying a 767 or 747 in 36000 ft steadily looking straight ahead.. until I got TrackIR.

30fps just IS stuttery in VR, I can’t understand anyone who thinks otherwise. They either have some disability in perception or have never seen better lol.

In the G2 specifically, 45fps (locked via Rivatuner) is incomparably better. It can actually feel very smooth, more than you would expect (something to do with it being exactly half the refresh rate, though I didn’t observe this effect in the Pico4) .

So try and tune your settings to hit 45fps locked, it will surprise you!

When you watch Star Wars with the X-wings passing across the screen at 24 FPS, is this stuttery?

In a sense yes, as is shown by the noticeable stutter in panning shots of 24 fps movies. It’s more noticeable in some scenes than in others.

It’s not really a fair comparison though. One is a cinematic experience in 2D that we have been used to for decades, the other is a simulation of reality in 3D. 30fps can be fine in 2D games (though 60 is vastly better), but not in VR.

VR requires more FPS than 2D for an acceptable experience. Why do you think 72hz/fps+ is the standard in VR? The only reason people settle for less is because they are forced to by hardware constraints. In movies, people are so used to 24 fps that more looks weird, as was the case in the Hobbit movie (60fps).

It’s your settings and preconceptions. With DX12 and Motion Reprojection it’s butter smooth. I do 90% of my flying in low level VFR and it’s picky about FPS.

I don’t even have the best setup either, an old 5675C and 3080 with G2.

Unless you spend ca. $6000 on the most powerful PC and modern headset, you will need to accept some compromise - FPS vs. image quality. For me $6000 = ca. 50h of real world flying, with infinite FPS and resolution, so I will rather accept some compromises.
In VR some people prefer FPS some image clarity.

I’m obviously talking about non-reprojection. If you use reprojection it’s 30 (or 45) real frames and lots of fake ones. When I say “30fps”, I mean just that, 30 real frames and nothing else. Some people think even this is acceptable in VR and that’s who I was talking about.

And it’s not my preconceptions, it’s my (admittedly subjective) experience. I can’t stand the MR artifacts so it’s not an option for me. 45 real fps locked is far better for my liking. It will be ideal once we can reach 72fps locked on a 72hz-capable panel. It’s a shame the G2 only does 90 and 60hz.

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When did you last time use Motion Reprojection? With current iteration WMR MR at 45FPS I don’t detect any MR artifacts.

With 30FPS I see very minimal artifacting if I look 90 degrees to my side near the window frame where there’s no pixel information for MR to work with. That’s a small price you pay for a butter smooth experience especially when you don’t even notice them when whizzing 500kts at 100 feet. 
 Because you know, at that altitude and speed looking to the sides you’ll auger in.

On higher altitudes the only noticeable artifact diminishes as the pixel velocity near the window frame is negligible and becomes something you don’t see.

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I’ve tried both the WMR and Virtual Desktop (for Pico 4) versions of MR multiple times, last time for WMR a couple of months ago and VD a couple of weeks ago.

The VD one is a lot better but I still can’t use it,the little distortions are too immersion breaking for me.

The WMR one is awful as it causes all kinds of wobbliness in external view, propeller issues etc. On top of that it doesn’t seem much smoother to me than 45fps locked without MR so it’s a no brainer for me.

Yes I understand as getting it all to work together is a balancing act and getting it to work adequately requires some cognitive effort. It’s a VR settings simulator where you get to fly occasionally - afterall.


 which of course shouldn’t be burdened to the end user. VR still needs to up the user experience because if that doesn’t happen only a handful of people will get to experience the optimal VR experience.

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