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

Hi @CptLucky8,
Just wanted to say a massive thank you for all the work you have put in with your testing and fantastic write ups.
My grandad and I both bought Valve Indexes and new i7/3070 computers each during lockdown ready for the release of MSFS VR, and following your guide I have managed to get both our setups working and we have been flying together regularly during the lockdown even though we are in different parts of the country. I’m looking forward to the driver optimisations and game updates to try and make it even better.
Thanks again :blush:

4 Likes

That’s a known issue with the reverb and power delivery. I mentioned it when it was first suggested as a thing to beware. Beat Saber is the only place I have experienced that issue (and one very big iracing wreck.)

1 Like

Thanks @CptLucky8 for your hard work and the support you are giving the VR-Community!

I just bought a Reverb G2 (my first VR-Experience so far) and after 2 full days of fiddling aroung with your settings and a few other recommendations (i.e. SMT off) I am able to play at 45FPS over LA in a XCub at a lightly clouded day (with a 5600x / 3080).

However, I will return the Reverb G2 and continue flying on my ultrawide. It was not the experience I hoped for, regarding the product itself and the implementation of VR in MSFS.
I now know what a tiny sweet spot is (blurry as hell outside of the straight forward viewing direction, even with 100/100 rendering scale). I had to buy an extra PCIe-USB-Card for getting it to run on my X570-Mainboard and still having dropouts (no bass boost enabled but the screen turns blue suddenly, reloads looking in a different direction, then reloads again). Then there are some rays diagonal through the image (I think they are called god-rays) and it feels like looking through a tube…

Then there is the implementation in MSFS, the cockpit interaction is not great, the mouse-pointer is annoying, the graphics quality is also disappointing for a sim that is looking wonderful in Ultra on a normal screen. Flickering everywhere, even with filtering at 16x and 4x4 supersampling and it just feels not smooth. 45FPS, but stuttering when turning or looking down. PAPI-Lights are not visible at all until you reach minimums, the colours, contrast and brightness are overall strange.

I know, it is just an opinion from a guy who never owned a VR-Headset before and tested it for just two days, so please don’t say “but it is much better than XY before” - I don’t know that, and I don’t pretend knowing anything about VR - it is just not my style of playing I think and those findings above are my 2 cents.

I think I will revisit VR in 5 Years or so, when MSFS is more optimized, VR-Headsets are sharp and immersive and I have a Ryzen 7950X and a RTX5090 :wink:

  • mo
3 Likes

Some of things you mentioned may be fixable.

Sweet spot: It depends a lot on the relative position of the lenses to your eyes. Try tilting the headset up and down and getting the lenses closer to your eyes. And, of curse, make sure the IPD is correct.

Blue screens: The G2 has an external power adaptor. Did you plug it in?

Stuttering/juddering: Have you tried reprojection on?

Flickering everywhere: Even with TAA?

3 Likes

FYI, the blue screen thing is often fixable by switching from PCI-e 4.0 to 3.0 in the bios.

1 Like

This post to let you know there has been some posts about disabling full screen optimizations in “My VR Settings - G2” discussion. I’ve not concluded it is making any difference with WMR/G2 so far.

Should you want to try out, here is how to get access to Flight simulator.exe file onto which you have to right click to change the application compatibility properties (MS Store Version):

My 2070 SUPER VR settings and suggestions (Index - SteamVR)

3 Likes

This other post to let you know I’ve been exploring the way to have motion reprojection working always and I believe I’ve found some clues. I’m right now refining the exact settings and the explanation which goes with it so that I can publish my findings for you to repro.

Right now I can fly the A320 at 90fps re-projected (30hz real) with minor degradation in external details and lower res EFIS unfortunately (compared to “My VR Settings - G2”) but not so bad if you just seat a little bit forward to compensate, thanks to the G2 high res panels.

More about this soon!

7 Likes

First, thanks to @CptLucky8 for putting these guides together. I received my Reverb last week and my initial experience was not good. I was going to return it but came across this thread and gave it a second chance. Now I have everything working pretty well and am very happy.

I do have a random question regarding the OpenXR dev tool. If it’s been answered already, I missed it. Does it need to be open and running in the background when playing FS? Or do you change the settings to what you want and then shut it down? I’ve been leaving it open but was just curious. Thanks.

2 Likes

Have you guys managed to get rid of the stutters that happens every 5 or 6 seconds?

2 Likes

I notice this when I set OpenXR to 50%. The world moves with me when I move my head.

@FourRomeoAlpha Thank you for your kind words! OpenXR Dev Tools is just meant to set options and once done, you can close it.

@DehLive With my G2 recommendations on my test system (9700K+2070S) I don’t get any noticeable stutter such as this one. There are two types of stutters I can identify: the ones due to FS2020 processing assets (could be doing more work on the CPU at a certain time, or uploading data to the video card VRam), and the ones due to the VR software chain (due to NVidia drivers, due to WMR processing mostly).

The former is greatly reduced first and foremost with Terrain LOD when flying over photogrammetry for example, and in general when there is lots of geometry (NB: trees count less than buildings thanks to the engine using most likely instancing with fewer different variations of tress than buildings). The later is mitigated only using a certain combination of drivers and driver settings, as well as in reducing WMR load in disabling motion reproj.

I have no stuttering but I do have one remaining problem which is fuzzy/pixelated clouds, most noticeable in side views flying through the big puffy types, but sometimes also visible in the view ahead of distance clouds. Scenery is sharp enough, and so is the EFIS (in the airbus I’m running OpenXR 100, TAA100, and turning down in-game options to return a decent frame rate, for example clouds are at High). Anyone else see fuzzy clouds, and solved this problem?

Interesting. Any progress on that?

I concur. It definitely works on my system (ASUS Prime x570-p motherboard)

Thanks so much for your effort. Now I can fly with mostly high settings on 80%. Huge difference.

The regedit fix made a big difference for me.

Thanks so much!

1 Like

Another quick post to let you know I’ve created two feature requests in the Bugs & Issues forum:

  • Provide a Sharpen strength setting, and more post-processing effect controls]
  • Implement a metering system better suited for VR

NB: links added at the top in the original post.

1 Like

I’ve got the same problem, I can run my clouds at high and render scale at 80% yet my clouds look really pixelated. I’m not sure if there is a fix for that

1 Like

A quick note to let you know I’ve just posted the following:

[Update 02JAN2021 - Settings for Motion Reprojection]

2 Likes

interesting post.
Eventhough I am running a 2080ti I found the reprojection function in OXR broken.
It was very jittery on my system despite relatively high fps - using the OXR framerate counter it was constantly jumping between blue (full motion reprojection) and red (full depth reprojection) - now I just use reproj off and its around 30-35fps and smooth.

  • I tested on my very similar setup with PCI USB card required to make G2 work, and I’m getting blue screens with GEN4 setting, but setting ALL PCI slots to GEN3 completely cures this. Not ideal, but GEN4 doesn’t reall do anything now, so not too bad. This is a definite fix.
  • Sweet spot can be increased, and FOV improved by 3D-printing a shorter and wider gasket to get your eyes closer to the lense. If you don’t wear glasses with VR, this will improve both sweet spot size and FOV. It can be done withouth a 3D printer with a “frankefov” mod, just not as neatly.
  • The implementation will get better, hopefully.
2 Likes