Image shake when Foveated Rendering other that 0.50 and Eye Tracking enabled - the bug will go to SU4 release, making DFR unusable at any value other than default 0.5

The key to finding the resolution with results with integer value after multiplying by the foveated rendering factor is applying resolutions individually for horizontal and vertical axis.

OpenXR Toolkit must be modified for this with the Ohne Speed FoV mod - see the link in the description of this video:

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i am not sure if related, but i have a similar effect with my Quest2, but no matter if Foveated rendering is on or off.

But for me only the clouds shake and only at night, everything else is stable.

While this might be connected it is still quite different what you guys describe here, so I opended a sepearte Bug Report for my issue and I want to invite all of you with the same experience to have a look at it and leave a vote if applicable:

Indeed the phenomena you described is not the same we discuss in this thread.

Another update of 15 hours ago.
I seems Pimax engineers are getting aware of the issue.

So I hope they really do.

Why they say it’s caused by FoV?

I presume they mean the dynamic FOV rendering (which is the setting were talking about) let’s see what happens with the ticket :wink:

This thread is about Dynamic Foveated Rendering (DFR) not about Field of View (FoV). I hope Pimax devs will get it right.

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Message from Pimax in response to my ticket:

Thank you for reaching out. We’ve already contacted Asobo about this issue — they’re aware of it and plan to fix it in a future update, though it may not be prioritized. In the meantime, you may need to either disable eye tracking or set the configuration to a fixed value of 0.5 to work around the problem. We’re sorry for the inconvenience this has caused.

They tried to close my ticket.
But in my ticket there not referring to Asobo only that their engineers are working on it.

I did not get a solution so I asked them not to close my ticket, they also did not give me a realistic workaround.

We play the waiting game again….

I got this response.
I responded again that there “solution” does not make sense and ignores (again) the vibration issue at the moment of FoV setting change.

In your case they are trying to solve some other issue, not the one described in this thread.

This thread is about DFR (Dynamic Foveated Rendering) implemented natively in MSFS2024 via QuadViews and supported by Eye Tracking, not about the “Wide FoV Mode”. FoV means Field of View and has nothing in common with the Foveated Rendering, despite similarity of the FoV acronym to the first 3 letters of the word “fovea” describing the structure in the eye. Seems like Pimax support haven’t followed your suggestion to read through this thread.

I would recommend to stop using the FoV acronym for the foveated rendering as it may cause miscommunication.

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OK i’ll stop using the acronym and stick to DFR from now.

In any case they did reply to my last communication and it seem they understand it now (allthough they allready got is in the same ticket thread earlier).
This was there last reply, so they also now point to Asobo for my ticket:

I’m done and crossing my fingers.
If anyone finds a other workaround then allready stated in the thread please let us know.

anyone with the pimax super or maybe the regular crystal tried disabling eye tracking and leaving it set to 50 in the sim? Do you find that the grainy section is pretty much the right eye, or right side of right eye and right edge of left eye? Its really distracting, nothing like the openxr tool kits foveated, though just with that one alone you lose 10 fps, so the in sim one is needed..

I guess no way to adjust this?

Why would you disable eye tracking? Dynamic Foveated Rendering only works with eye tracking - only with eye tracking the high resolution area follows your gaze/fovea, and you never notice the low resolution area.

Without eye tracking you will often look at the low resolution area. While it may by acceptable at 0.5 (the high resolution area is then relatively big - 25% of the field of view) going any lower with the parameter makes the high resolution area smaller and smaller and you will be mostly looking at the low resolution area.

If you have Crystal OG i recommend keeping the eye tracking enabled and using the workaround (if you want to go below 0.5) I provided higher in this thread. It may be possible for Super to find similar workaround by playing with horizontal and vertical resolution in the modified OpenXR Toolkit.

i disabled it to avoid the image shake on settings under 50%, thats the only known fix right now, otherwise your eyes feel like they are rolling around in your head, i thought disabling eye tracking was the only fix or set to 50 (but then i cant hit 36 fps everywhere for 72hz it seems) for the super. edit: i see the vertical fov dll mod, but not so sure i want to go that route

If you go with Foveated Rendering parameter below 0.5 without eye tracking/DFR, I’m afraid the low resolution area will be very noticeable for you, as below 0.5 the high resolution area is becoming really small. At 0.5 the high res occupies 25% of the field of view, at 0.3 it drops to just 9%.

Yes, I have a Super and disabling eye tracking so as to just use FFR definitely fixes the jitter, but it also creates an unacceptably pixelated halo…especially when lowering down to the 30% setting, which is where the much more significant benefits of foveated rendering start to be realized. So, basically, turning off the eye tracking is a non-starter for me, and bad enough that leaving DFR engaged at 50% and turning down resolution or other settings remains the preferrable compromise until this gets fixed.

You can experiment with finding the horizontal and vertical resolutions separately in the modified OpenXR Toolkit. I mean the resolutions which will work below 0.5 (I would recommend starting with 0.25, as it is nice integer division by 4) on Super. I managed to find such resolutions for Crystal OG. See some posts above for guidance.

I am using the Pimax Crystal Super Ultrawide and for days I was beating my head literally against a wall with this issue. Everyone on discord thought I was crazy. After setting foveated rendering to 0.5 the jitter went mostly away except the clouds and atmosphere which still had a little something funky going on there. However the ground / dash in the aircraft were all sold and not jittering. That was a big plus, but than I turned off eye tracking in pimax play and everything went perfect. Essentially my headset became fixed foveated rendering - not ideal, but than I could crank the area at least down to .40 which allowed me not to see any lower rendered quality, Not ideal, but its a very temporary fix. My question to everyone - where is this in the Asobo pipeline to fix this issue? It seems a lot of people use VR and this is supposed to have been one of the big release items in su3 I believe it was and here we are now almost at the end of su4 and its broken / not working. Really like to get in someone’s head as to where this sits in the grand scheme of things to fix.

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I am having the same problem with my Super looks worse since the latest SU 4 beta update