After updating everything oculus it now seems to mostly work as expected on my trusty old (very old) DK2. What I do find irritating is the jerky motion tracking that is most apparent in the cockpit when I’m moving my head. The outside world looks ok, as smooth as I’m used to, but the cockpit insides do jump around quite a bit.
I just watched this guy’s video and thought he seems to have the same issue, but he denies it in the youtube comments.
Anyone got the same experience as me?
The draw calls for the cockpit are quite heavy. I’d say your hardware isn’t quite up to it without some serious downgrading of your render settings.
Well, this seems different. Maybe “jumpy” would be a better word. And re-watching that linked video I really think he’s got the same, possibly a bit milder.
For instance when I have the oculus menu overlay displayed: The menu moves smoothly as expected, while the flightsim in the background is jumping around. It looks a bit like a pretty rough jitter on motion tracking (similar maybe to a badly centering joystick).
Your hardware probably isn’t the issue per-se. It would seem it just doesn’t play nice with Oculus headsets in general right now.
I tested on a Quest 2 and get exactly the same experience. The world looks ok, but headtracking feels very poor indeed. The cockpit is very jerky. This is with the game on minimum settings, 50% render scale. GPU load below 50% so no issues on the performance front.
If you enable the dev performance monitoring, the game complains it constantly limited by main thread - CPU limited. Its the frame times which are particularly interesting though. The main thread is reporting times like this:
Frame 1: 5ms
Frame 2: 25ms
Frame 3: 5ms
Frame 4 : 25ms
…etc
very clear to see why the motion is juddery, the frame pacing is completely shot. As to why this is happening, it’s impossible to say. But it’s not working as intended at any rate. I find it simply unplayable as the poor headtracking quickly causes motion sickness issues.
As for hardware, I’m using a Ryzen 9 5950X, 64GB RAM and a RTX 3090. I don’t think this can be blamed!
I find on the Oculus Rift S that if I set my ASW to either 30 or 45Hz it helps (but not completely removes) the jerkiness. Also, as already stated, the cockpit is pretty detailed and that could be the cause of the jerkiness. Play around with Super Sampling and in-game render scaling to find a combo that reduced the jittering, but doesn’t reduce quality to badly.
Not at the pc at moment but there is a setting for cockpit instrument refresh rate in settings. Options are Low, Medium and High I think. Have you tried this? Especially if your performance is better external to the cockpit
I know what you’re describing here, but also have no idea how to fix it. I have seen this same problem with X-Plane as well. It seems to use a rendering method similar to MSFS.
There is other weirdness happening with this: turning on ASW and telling it to lock the framerate to half does not work as it supposed to. Turning on the Oculus performance overlay makes this clearly visible on the graphs. Frame timing remains inconsistent whether ASW is toggled or not. Under the Application Render Timing overlay, the App Missed Submit Count is red and has a rapidly increasing number.
The end result is it causes a lot of micro-stutters and kills fluidity. Weirdly, this doesn’t seem to happen in any of my other VR games, and I own dozens. It’s just X-Plane and now MSFS.
I found a workaround for this in X-Plane: forcing it to run through SteamVR instead of the native Oculus build makes the issue go away. Locking ASW then works as it’s supposed to and the framerate is stable, and everything becomes smooth and fluid as expected.
Setting the openXR environment to SteamVR for MSFS (to force it to run thru steamVR instead of the Oculus openXR implementation) might help - I need to test it. But I did notice that as soon as I changed this, there was now a weird small distortion happening with small head movements. Not a lag, but a visual distortion like the world view was moving and stretching slightly with head motion.
I’ll keep digging into this and see if I can find fixes. I can say that based on hundreds of hours in other VR apps, none of this is normal. These flight sim devs somehow manage to make the most broken VR implementations in all the VR app world, and it’s not doing good things at all for the naysayer’s perceptions of how VR behaves.
Yes, exactly this. This is some kind of bug and I’m not sure where the blame falls. As I mentioned in my reply above, it’s also affecting X-Plane and has been for months. Hopefully enough of us are seeing this that we can somehow get it fixed, but I don’t know if it’s something caused by NVidia’s drivers or something broken in the VR implementation that both of these apps seem to share. None of my other VR apps have this problem, and I own many. FWIW, I have tried the latest drivers, super old drivers, and others in between, and none fix it completely (using DDU to fully uninstall drivers in-between, too).
Yeah i have had this too i had to decrease my Rendering scale in fs2020.
Oculus rift S / rtx2070
Not just me then - everything seems to run pretty smooth on my CV1 (2070s/3700x) but with horrible tearing on fast head movements.
If I look around slowly it’s perfect, any fast movement and the screen tears, pulls black image in from the sides before the main image catches up, throws the oculus eggtimer loading symbol sometimes too.
As with the others no issues in any other game, suspect it’s WMR/OpenXR doing something as this is the only game that has needed that for me.
By tearing do you mean straight lines becoming saw-toothy when moving across the screen? A bit like a rolling shutter effect? I’ve got that as well… But does your setup suffer from the jumpyness as well?
Good points. So what do we all have in common? OpenXR + Oculus + Nvidia?
Almost like it leaves part of the image in place and where you’re now looking is black for a second before the game renders the image there. Yep, jumpy too and around 30 fps, but xplane does about the same and felt ok (not touched that since early 2020 though).
I’m currently trying ASW lock to 30hz, render scale 50 in game and 2x supersample on oculus tool per this thread:
Edit: linked the wrong thread… >_>
Update on this.
Doesn’t make any difference what settings I run and having seen it again we’re 100% talking about the same thing.
I get the same problem in menu and also when I ctrl+tab to come out of VR. Just looking at the oculus menu with MSFS running on monitors (but VR ready to enable) I get the exact same on that screen as I do looking about in game.
Therefore I don’t think it has anything to do with in game settings or performance… just a bug somewhere in the process
There is definitely something going on, no matter the settings, the frame-times are not consistent leading to that ‘jerky’ feel. From what I am reading it seems to be limited to Oculus headsets right now, so maybe something to do with their implementation of OpenXR. Either way inconsistent and ‘jerky’ frame pacing is literally the biggest problem when it comes to getting a good VR experience, smoothness is king, I hope they can sort it.
Just tried out the “Application Render Timing” HUD and I’m observing the same as you. App Frame Rate is around 30 and the App Missed Submit Count increases at roughly the same rate.
I’m getting the same exact thing. Running RTX 3090 with AMD 5800X. Outside runs super smooooth, even at high and ultra settings. However, moving my head around the cockpit causes the cockpit to stutter. Scenery always remains super smooth. I knocked setting and sampling way down but no difference. I am quite impressed with how the sim looks and it’s overall performance. I hope they can figure out the cockpit stutter though.
Getting the same. Any minimal movement is exaggerated and causes jitter. You add stutter to this and it is a mess.
Got the same with Quest 2. When I go to an outside view looks fine when looking around just the cockpit.
Yes, add me to the list as well. RTX 3090 9600K @5.1 Reverb G2. Outside scenery is smooth but looking around inside the cockpit is jittery. Definately breaks the immersion. I hope we can find a fix to this soon.