Meta Quest 3 - VR performance

Thanks, I’m a mac user, so had no idea these options existed.
I only use Windows for gaming.

About the Oulus Tray Tool, I thought that was like depreciated?
Is it still compatible with the latest Oculus software?
That will be the easiest method. It’s what I used on the CV1 days.

Cheers!

That guy is a Genius.
Thanks for the link.

try this…
and check in the debug tool youre sharpening settings. and yes the further you go in youre GPU the better it gets. I ran at 4800/4800 with an 4090. Quest Pro. Stunning Quality
Hope this helps you a bit.

He’s unbearable

Please tell me why. This is an open forum and not everyone is going to agree with everyone. Sometimes we just need to agree to disagree imho.

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For what it’s worth, I had a total breakthrough this weekend and have finally solved (99% anyway) all my performance troubles with the Q3!

I don’t really understand it all but essentially the ways I was monitoring FPS in order to understand the settings I had were implemented (i.e I mean SSW with either 80Hz or 72Hz that I was testing, were actually being held) were MISINFORMING ME and lead me to believe it was working when it wasn’t really.

Luckily, I invested in the All-in-One Tablet to try out in VR and this has it’s own FPS counter on the main page and I noticed that when I have the 40 target, that counter was constantly going over and under that (27 to 55 and bouncing on this pattern every 3 or so seconds). At the same time both the Windows Game Bar monitor and the counter in VD Performance Overlay were showing a solid number.

It made the Tablet unusable as this was just making things worse so I thought I would not be able to use it but this made me investigate further. Why was the GAME seeing this fluctuation?

I installed and set Riva Tuner to lock it instead (to the half refresh I was targeting so 40 or 36) and set VD Hz to the correct one, and then the Tablet was ALSO showing a stable locked frame rate of 36 or 40!

And would you believe it - suddenly everything was PERFECT! No lurching, no stutters, no jerking or wobbling or jumping. Just fluid and awesome.

On reflection it makes sense to the behaviour I was seeing now. As the ACTUAL FPS was going up and down this dip and peak, the stutters would intensify when the CPU was being overwhelmed with 55 fps, and the headset was jerking when the frame rate was BELOW the half refresh rate. And as it was in the MIDDLE of this wave in either direction it would be nice and smooth for a few seconds so I kind of KNEW my system (and settings I had) could and should handle it.

It’s still quite dependant on other things though. A couple of other tweaks I did to make it work just as fluidly in heavier scenarios (group flights with lots of close aircraft and heavy PG areas):

  • Changed to DX11 to free up VRAM
  • Switched off AI Traffic (I realised I had been testing out the GA Offline Traffic Mod, which at the quantity I had, sent it back over the edge when in heavy situation. I will try again with lower %)

In fact now I can probably even turn some things back up in Graphic Settings if I am careful about VRAM use (only got 16gb) and what other mods I am running that impact CPU (like Traffic / Map Utilities etc).

That final 1%, that I am not sure if possible to solve: flying LOW ‘n’ FAST in a High-Fidelity jet (the Heatblur/IFE F-14 Tomcat, which due to the highly impressive cockpit textures and modelling uses a heck of a lot of VRAM) still struggles a bit when flying in heavier terrain. For example around the southern Alps. But it was STILL enjoyable as there would just be 1 hitch then smooth again for long enough where before it was stuttering every few seconds at best.

I could probably try DX12 again and/or Open XR Toolkit which I took out of the equation as it seemed to just introduce OTHER issues with another layer of stuff everything had to run through but it could just have been a side0effect of this wild fluctuating FPS I had.

Very happy with my progress this weekend. Last night I actually enjoyed a flight fully for the first time since getting my VR! :slight_smile:

8 Likes

I made one wild observation this evening

The F28 is a absolute slideshow for me , 26 FPS all the time . But , as I disabled and re-enabled SSW in the VD menu while running the sim , it suddenly jumped to fixed 40FPS , so 80FPS on the Q3

I was able to reproduce the same happening with other performance hungry planes .

I’ve seen sometimes when I load into an aircraft it’s really bad (can tell instantly as looking around is really jerky) but just ESC > Restart flight and it’s fine again. Something doesn’t initialise properly sometimes?

It’s like a box of chocolates when you go into VR. :chocolate_bar:

Congrats Baracus. What you’ve just experienced is a sort of rite of passage for most of us VR pilots IMO and commend you for not giving up. Somewhere out there is a budding VR pilot wrestling with their rig, completely frustrated and at their end (we’ve all been there). But relentless curiosity, tenacity and perseverance always win. Welcome to the club. Now let’s continue helping others.

Amen to that bro!! :metal:

Now in the back of my head something says next time I boot the game it will be cruddy again but I have my fingers and toes crossed!!

I’m tempted not to touch it if it is still ok.
But I’m a tinkerer. We always want something more, right?

So I’m gonna try OXRTK again and maybe try using Nvidia Profile Inspector to lock fps instead of Riva (one less app I need loaded?!).

And just maybe will try DX12 again but my VRAM is already pretty high (75-85%, sometimes a bit more into 90’s if there are lots of multiplayer aircraft close).

BTW, cross-posting another question I had, if anyone has any tips here? Thanks!!

I have tested a lot with the link cable last days, those settings got me the best results yet:
quest 3 with link cable usb 3.0
4070 ti 13900kf 32gb 3600
dlss 3.5.10
DX11
vsync off (?)
HAGS off
oculus runtime
oculus app 72hz 1.3 (full resolution)
oculus debug tool pixel override 1.3, FOV 0,8/0,7 !!! ASW disabled !!!

TAA 90-100 or DLSS-DLAA
TLOD 150
OLOD 150
Precaching ultra
vector data ultra
buildings, trees high
grass, bushes low

texture res medium
clouds medium
water high
texture synthesis high
windshiels effects medium
ambient occlusion medium
rest: off (cubemap reflections 96 is lowest)

(start steam)
turn on headset
start oculus app
connect to pc usb 3.0 and start quest link
start debug tool
set above mentioned values (most important asw off)
“restart oculus service” (link will disconnect)
wait until oculus app comes back
start quest link again
go to desktop view in quest link
start msfs via steam
switch to vr when in menu/when flight is loaded after clicking ready to fly(=no difference)
quest link should be stable now
whenever I set those settings its good
whenever I forget something or not the right order I get artifacts, stutter, jitter etc.
my fps are locked to 36 via nvidia control panel
In demanding environment I lower TLOD to minimum 100 and OLOD to minimum 100
sometimes TAA is smoother, sometimes DLSS-DLAA.
As I use dlss 3.5 I like to have DLSS-DLAA enabled
enjoy

Hmmmm, I just booted the PC up to this message from VD!
Guess I will be trying Nvidia cap instead, but it’s weird that it was THE thing that fixed it good and proper for me!

That’s just a warning, you can still safely run it if things are running well for you. It’s more highlighting an application that may cause people issues when running VD.

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I also tested riva tuner to limit my FPS to 40 , but it didn’t increase the smoothness/stutter . Instead it increased my latency by around 10ms

So I turned it off again . Seems to be a fix under certain circumstances (again)

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From memory, viewing the numbers on the VD Performance Overlay (though not sure how much I trust that now!), my latencies were something like this:

  • Overall 75-90 (orange)
  • Game 23 (orange)
  • Encoding 3ish
  • Network 10-12
  • Decoding 6ish

(From memory)

Yeah I think the overall I have seen lower (60ish) without Riva (or other factors!). But end result is still OK and that’s what matters lol

More testing tomorrow!

Edit to add: I am not really sure what in practice would be noticed by lower latency. Is is simply response to one’s control inputs?

The higher the latency the worse gets the tracking of the head movement. When I archive 45-50ms in total it’s absolutely smooth, every movement of the head is 1:1

With 65 and upwards I start to notice some lags and jitters . It wasn’t a problem for me 7 years ago with a CV1 in DCS , but now I know the difference

And there is the sweetspot for me and my system (5800x3D/4070) in General , I go for what can be reached and that is smoothness. Total clarity can’t be achieved by my system.
I can get a really smooth experience with a tradeoff with clarity . On the other hand , Increasing the clarity cost me performance and latency exponentially , and even then the clary is only marginally better but the smoothness is gone

2 Likes

Hand tracking in MSFS is now working! Needs more testing but it’s very promising.

In case people don’t know it, the latest Virtual Desktop update includes a new checkbox to pass hand-tracking data to the PC game. When the game / app supports OpenXR hand tracking it works natively, but if not - hand tracking emulates VR controllers. Mathew alerted me to this new development, and suggested I try it in MSFS, as I tested a similar OpenXR Toolkit feature a while ago, and I’m a big fan of hand tracking. That one was far from perfect and not very practical so it was abandoned. The fact that I used Leap Motion fixed to Reverb G2 for tracking didn’t help either.

I just briefly tried the new VD feature with a Quest 3 in MSFS. And it works! Not perfectly, but surprisingly well! Quest 3 native hand tracking is quite precise. Though it’s not precise enough for effortless “laser” pointing - it has the same precision as in native Quest menus - usable in a pinch (pun intended!) but not enjoyable. For now, there is no gesture to press the A button to switch off the “laser” mode and engage direct mode, but the next update will have it. For now, I switched it off on the controller. And in direct interaction mode, it’s almost as good in MSFS as with physical controllers! I could grab things and interact with them - like throttles, gear lever, even yoke - though I wouln’t use it for flying, I could hold and operate it for some length of time. I could interact with switches, buttons, glass cockpit etc. I could pinch and rotate knobs, though rotation was very glitchy - because it’s glitchy in MSFS, they never fixed that problem with physical controllers either.

This is mind-blowing. It needs further testing, but I always thought that it’s a game-changer in VR so you won’t need to reach for your controller for occasional cockpit manipulations that aren’t represented by your physical controls. Very promising. I see a potential problem of unintentionally grabbing the virtual yoke while operating the real one - needs testing. Maybe disabling the yoke would be required, or hopefully the yoke would obstruct the grabbing gesture enough to not be recognized. We’ll see.

BTW for new Quest 3 owners - remember that when you activate your Quest 3 on your Meta account with a referral code, you get $30 credit (or equivalent in local currency) and that’s enough to get VD for free. There are also app discount codes. I didn’t know that when I bought Quest 3 but fortunately stumbled upon this info before activating my Quest 3 and it worked for me. Feel free to message me for my code, or grab someone else’s. Some people were wary of trying VD because it’s not free, but this way it is. Just saying…

9 Likes

This sounds very encouraging…by chance, do you have or could you make a quick video showing hand tracking pressing buttons, etc.?

I’ll see what I can do. But by the time I can find some time to do that, someone else will probably do it :slight_smile: