My 2070 SUPER VR settings and suggestion (Reverb G2 - WMR)

I have given up for now, will wait for another round of software updates and try again. Meanwhile, I’ve gone back to flying on my 49" Samsung G9 ultrawide curved monitor, which is a pretty good experience in its own right.

Thanks @Jonny5Alive6618 , @CptLucky8 , @KevyKevTPA and everyone for persevering and sharing your experiences and settings!

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Thanks a lot for the settings, they work very well!
I had to lower the terrain LOD to about 70 to reduce load on the CPU and thus get a better balance towards the GPU, on the positive side where I fly I get away with slightly better quality settings (buildings, trees, etc)!

However I see a lot of shimmering in the distance… not the blur around the focal point, but actual shimmering which makes details look annoyingly bad… I have antialiasing at 16x16 but it didn’t change anything.
Any ideas to get rid of that? I expected it to be a lot crisper

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@Jonny5Alive6618, yeah, I find that I’m also spending more time flyig and less time tweaking (and hanging out here) than I was previously. I also thought about two other things I’m doing which might be helping performance, or might be just a placebo effect thing going on.

One is that I turned off hyperthreading in my BIOS. MSFS is so highly dependent on single core performance that my thinking there is by turning off the extra “cores”, I’m giving just that much more available to the single core running the “Main Thread”. But it’s kind of a pain in the rear because it means that for any other app, where performance is not so heavily dependent on that single core, I’m better off with hyperthreading turned on, meaning I have to remember to reboot and turn it on if I’m doing other CPU intensive tasks (like cheating on FS2020 and playing another “game”), which I find I’m not always doing. Of course, FS2020 is about the only “game” I touch recently so it’s not that much of an issue. Yet.

@CptLucky8, do you think this is helping enough to leave HT disabled? Or is it all in my head?

The other thing I do is I put MSFS on my 2D display in the smallest window possible and I put it on my 1080p monitor. This is all in an effort to give more headroom to my GPU by NOT having to display too many pixels on a display I can’t even see with my VR HMD on. But once again, I don’t know if it’s actually helping or in my head. And an update to that since yesterday’s SU3 I’ve been toying with the HDR capability, and only my larger 2D display has HDR, so I’ve been leaving it there out of an abundance of caution. But since there’s not even an HDR setting in MSFS under VR, I don’t know if we’re actually getting it or not.

Just thought I’d throw that out there…

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Kevy – aren’t you on a Ryzen chip? You can flip SMT off using the Ryzen Master software. Still requires a reboot, but keeps you out of the bios.

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What is your texture supersample set to? I notice shimmering in the distance when I crank this down low.

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@Trowels, no, I’m using an intel 10600K. As far as I know the only option to turn on and off HT is by rebooting and changing the setting in BIOS.

Yea, I believe you’re correct.

That helped quite a lot (had it at 2x2 as per the instructions, 16x16 is a lot better for me!)
Looks really good now!!

Now it only remains around water and some towers (windmills), which I suppose is because of the down/up sampling?

16 might be a bit high for VR, I think I’m at 6 and it looks just fine.

I agree 16 is too much in VR and would in any case make a difference when at 1m off the ground only.

I recommend Aniso 8x8 and Text. SS 4x4 as a good balance, because testing with G2 and Index anything more didn’t show any difference worth it.

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Thank you both, will do so and report back!

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@CptLucky8, what does this mean? Aniso?

Anisotropic filtering and texture supersampling… Cpt is lazy :wink:

I was watching the Q&A live stream at the same time :wink: In any case, there shouldn’t be much other setting in FS2020 starting with the letters ANISO either :slight_smile:

Still not obvious to Kev :rofl:

Nuts, I forgot that was on

@Zeeflyboy, yeah good old @CptLucky8 and his made up acronyms. Not the first time I’ve had to bust his balls about it, and I’d bet money I don’t even have it won’t be the last.

:rofl:

I just missed the step up qualifications by a couple of weeks, but I primarily blame luck (and a little bit is on me) for that. Regardless, right now I’m more of a mindset to just wait until a 3080 super or ti becomes real, and not just a figment of my imagination. Then again, my 2070S is handling it so well so far, except for those super dense scenery environments (which I can at least try to avoid), I may even wait longer than that, especially if MS/Asobo gets on the ball with some optimizations, or Nvidia releases some on point drivers.

As I’ve said so many times with regards to these kinds of issues, only time will tell.

I would say it’s probably a really good idea to just get the memory upgrade, unless you have to toss some older memory to do so, and maybe even then. It’s so cheap right now (I only paid $149 to go from 32GB to 64GB), it’s almost a no brainer. At the very least you’ll be in a good position for when games really start wanting/requiring that much, unless your plans include an upgrade to DDR5 in the not too distant future.

I’ve made some interesting (and frustrating) observations over the last while since World Update 3 hit. Before WU3, I was flying exclusively in VR (G2, 5800x, 3080) and was very happy with performance. I had motion reprojectjon off and the sim set up to maintain at least 30fps in all areas in all aircraft in all weathers. Mixture of low/medium/high settings and OXR 100, TAA 50/60.

Once WU3 hit, my performance in VR got significantly worse. In situations where I could hit 33-38 FPS before, I was not at 26-31 FPS. I put the headset away for a few weeks out of frustration and went back to smooth flight on my 4k screen.

After SU3, I gave the headset another go. Although my FPS had recovered, I was now suffering from extreme stuttering. Massive frame spikes/drops even when taxiing at 45-50 FPS in VR at rural airports in the middle of nowhere. Previously, that kind of a frame rate would have been butter smooth in VR. After a lot of trial and error, the only thing I’ve found that lets me get back to smooth motion and minimal stutters is limiting my FPS to 30 in the Nvidia control panel.

I understand, in theory, why this might help as I’m forcing the GPU to only render and present 30 FPS, a direct multiple of the 90Hz refresh rate of the G2. I don’t understand why this would be the case now but not before SU3, though…when I first got my G2 in January, my VR experience with uncapped FPS was smooth at any framerate. The only difference I’d see would be slightly less juddering with higher FPS. This new problem is not juddering…it is stuttering, unless FPS is capped at 30.

@CptLucky8 Any idea what might be going on here? Has anyone else had a similar experience?

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I observed the same when the last update came out. The game is not only oversubscribing VRAM but it is marching on its own foot. If I’d venture to speculate I’d guess this might just be another dev branch creeping into the release branch, like with the flaps problem prior.

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Has someone tried the new Driver, released yesterday? 461.92