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

Thank you for the detailed response. Very educational. I have limited by RS to 70% without noticing much difference in the image quality but now I get much smoother experience with FPS between 33-38FPS for GA and about 30 for airliners. More than enough.

It does seem however that with a render scale of 70 there is more cpu bottleneck (Mainthread) whereas going to 100% shows limited by GPU but also leads to a drop in frame… I have to say that despite the drop in frames it is still smooth. Just did a flight from EGLL in the 787… Notoriously bad combination but despite frames of 22-23 FPS on the ground and 26-28 in the air it was as totally acceptable experience.

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Thank you for sharing your experience, this is helpful!

I’ve not redacted my update yet but here are a few discoveries which might help you experimenting in the meantime:

a) if you enable Win10 Hardware Accelerated GPU Scheduling, you’ll most likely have every other frame dropped (as seen in fpsVr and visually). In order to cure this you have to launch Steam Client first (not SteamVR). It might just be my system but this seems consistent.

b) On the system I’m using for FS2020 (see discussion link above), I always get the least stutters (due mostly to RAM<->VRAM transfers and/or CPU/GPU sync) in using:

  • Win10 Hardware Accelerated GPU Scheduling: ENABLED
  • Win10 Game Mode: ON
  • NVidia CPL Low Latency Mode: ON (not ULTRA)
  • NVidia CPL Threaded Optimizations: ON (not AUTO)
  • NVidia CPL Vertical Sync: Use the 3D application setting
  • NVidia CPL VR pre-rendered frames: Use the 3D application setting

These are all working together in addition to balancing FS2020 settings to reach a certain goal. Changing any of these give lesser results.

I’ll detail the changes in the settings and the rationale behind in an update post most likely tomorrow.

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Update: I’ve been doing a few more tests and flights and as a matter of fact there is a lot of inconsistencies from day to day (without any new program/service/update installed/config changed). Therefore I’m not even sure what gave me solid 30fps with most at 100% is really viable overall.

I’m currently trying to further tweak and compare and my next step will be trying to use an event analyzer in order to dive in the inner world of the rendered frames and try to see if there is anything unusual which could either be zendesk or documented here.

In the meantime, I still consistently get every other frame dropped every time I use Win10 Hardware Accelerated GPU Scheduling AND Steam Client is not launched. Here is a typical trace from SteamVR 1.15.12 when this is happening:

Tue Nov 24 2020 13:49:38.350 - Transitioning XrSession from XR_SESSION_STATE_READY to XR_SESSION_STATE_SYNCHRONIZED
Tue Nov 24 2020 13:49:38.350 - Transitioning XrSession from XR_SESSION_STATE_SYNCHRONIZED to XR_SESSION_STATE_VISIBLE
Tue Nov 24 2020 13:49:38.350 - Transitioning XrSession from XR_SESSION_STATE_VISIBLE to XR_SESSION_STATE_FOCUSED

Tue Nov 24 2020 13:49:38.384 - Application submitted two left scene textures for a single frame!
Tue Nov 24 2020 13:49:38.384 - ComposeLayerProjection: failed to submit view 0

Tue Nov 24 2020 13:49:38.384 - Application submitted two right scene textures for a single frame!
Tue Nov 24 2020 13:49:38.384 - ComposeLayerProjection: failed to submit view 1

Tue Nov 24 2020 13:49:38.767 - Created shared texture 'Scene create D3D11, 0' 1800x2004 (1 mips)
Tue Nov 24 2020 13:49:38.767 - Created shared texture 'Scene create D3D11, 0' 1800x2004 (1 mips)
Tue Nov 24 2020 13:49:38.773 - Created shared texture 'Scene create D3D11, 0' 1800x2004 (1 mips)
Tue Nov 24 2020 13:49:38.773 - Created shared texture 'Scene create D3D11, 1' 1800x2004 (1 mips)
Tue Nov 24 2020 13:49:38.773 - Created shared texture 'Scene create D3D11, 1' 1800x2004 (1 mips)
Tue Nov 24 2020 13:49:38.773 - Created shared texture 'Scene create D3D11, 1' 1800x2004 (1 mips)
Tue Nov 24 2020 13:49:39.003 - ComposeLayerProjection: failed to submit view 0
Tue Nov 24 2020 13:49:39.003 - ComposeLayerProjection: failed to submit view 1
Tue Nov 24 2020 13:49:39.476 - ComposeLayerProjection: failed to submit view 0
Tue Nov 24 2020 13:49:39.476 - ComposeLayerProjection: failed to submit view 1
Tue Nov 24 2020 13:49:39.586 - ComposeLayerProjection: failed to submit view 0
Tue Nov 24 2020 13:49:39.586 - ComposeLayerProjection: failed to submit view 1
Tue Nov 24 2020 13:49:39.806 - ComposeLayerProjection: failed to submit view 0
Tue Nov 24 2020 13:49:39.807 - ComposeLayerProjection: failed to submit view 1
Tue Nov 24 2020 13:49:40.190 - ComposeLayerProjection: failed to submit view 0
Tue Nov 24 2020 13:49:40.419 - ComposeLayerProjection: failed to submit view 0
Tue Nov 24 2020 13:49:40.419 - ComposeLayerProjection: failed to submit view 1
Tue Nov 24 2020 13:49:40.492 - ComposeLayerProjection: failed to submit view 0
Tue Nov 24 2020 13:49:40.492 - ComposeLayerProjection: failed to submit view 1
Tue Nov 24 2020 13:49:40.762 - ComposeLayerProjection: failed to submit view 0
...
Tue Nov 24 2020 13:50:32.958 - ComposeLayerProjection: failed to submit view 0
Tue Nov 24 2020 13:50:32.958 - ComposeLayerProjection: failed to submit view 1
Tue Nov 24 2020 13:50:33.070 - ComposeLayerProjection: failed to submit view 0
Tue Nov 24 2020 13:50:33.070 - ComposeLayerProjection: failed to submit view 1

Tue Nov 24 2020 13:50:33.109 - Transitioning XrSession from XR_SESSION_STATE_FOCUSED to XR_SESSION_STATE_VISIBLE
Tue Nov 24 2020 13:50:33.109 - Transitioning XrSession from XR_SESSION_STATE_VISIBLE to XR_SESSION_STATE_SYNCHRONIZED
Tue Nov 24 2020 13:50:33.109 - Transitioning XrSession from XR_SESSION_STATE_SYNCHRONIZED to XR_SESSION_STATE_STOPPING
Tue Nov 24 2020 13:50:33.109 - Transitioning XrSession from XR_SESSION_STATE_STOPPING to XR_SESSION_STATE_IDLE
Tue Nov 24 2020 13:50:33.109 - Transitioning XrSession from XR_SESSION_STATE_IDLE to XR_SESSION_STATE_EXITING

Hey @CptLucky8.

Just wanted to quickly jump on and thank you for your hard work in putting this together.
I had a 3 hour group flight last night in the new Reverb G2 with settings very much based on your guide here and it was simply outstanding.
I needed to get to the magic 30fps for the WMR OpenXR Motion Smoothing to work well, so set nvidia control panel frame rate to 31 and basically followed your settings apart from that (I’m using a 1080Ti so comparable to your 2070S with a bit more VRAM).
The sim seemed to be nicely locked at 30fps with barely a flicker and the WMR Motion Smoothing did an amazing job (much better than the previous Rift S with Oculus ASW I have to say)

Anyway, back to my original point - thank you again, this guide/suggestions thread has really helped me to get a smooth in-flight experience :+1:

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Thank you for your kind words! I’m glad this is helping you getting a better experience!

I wish SteamVR had as nice a motion smoothing as WMR so that I can enjoy it more on the Valve Index while waiting for the G2 pre-order :slight_smile:

I’ll try your suggestion limiting the fps in the NVidia CPL and see how it goes, especially how it goes in the fpsVr timeline. In effect, I know there is an issue in VR with the NVidia drivers released after 446.14* causing intermittent fps drops / latency spikes, and NVidia is now aware of this but their last comment a few days ago was they’ve not found the cause yet. I’ve try 446.14 again and in comparison I don’t get any significant change from 457.30.

The main issues I’m looking at right now are:

  • The fpsVr timeline is revealing frequent CPU spikes causing stutters when they are occurring.
  • With FS2020 update 7 I sometimes have fps lock at 22.7 (= 90 / 4) when setting SteamVR to 80Hz, while it is expected it should lock to 40 or 20 instead.

This leads me to believing there is another issue here which is either FS2020/OpenXR related or SteamVR/OpenXR rooted.

It might be FS2020 is hardcoding 90/4, 90/3, 90/2 fps since update 7 without consideration for the HMD capabilities (80,90,120,144 for the Index) because WMR HMD are all 60hz/90hz only. It might also be a bug in the SteamVR OpenXR implementation since they’ve corrected in a very recent update an OpenXR timing related bug.

*this was the last driver pre-Win10 2004 before introducing Hardware Assisted GPU Scheduling - aka HAGS

For those wondering what this NVidia driver problem is all about, here is a link to the relevant discussion:

https://www.nvidia.com/en-us/geforce/forums/game-ready-drivers/13/402768/valve-index-missing-dropped-frames-since-nvidia-d/

TL;DR: in VR only, every drivers since 451.48 (reported) or at least since 446.14* are causing frame drops and stutters in any VR games. I’m not sure this is SteamVR related only or broader.

*this was the last driver pre-Win10 2004 before introducing Hardware Assisted GPU Scheduling - aka HAGS


[05DEC2020 update]

A couple days ago there was a HP Reverb AMA on Reddit with the following news about this NVidia driver bug:

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Hi !

Another suggestion, which worked for me to get some addon fps - I’m using Process Lasso
app that you can utilize your CPU usage - running apps, like FS2020 CPU priority - set it high or realtime as well as VR compositor.

Cheers,
George

I must admit I always use the latest nvidia studio driver as opposed to the game ready ones.
I just find them generally a bit more stable and solid.
I guess this wouldn’t affect your problem here anyway as the latest studio is 452.06, so most likely exhibits the same issue.

I’d refrain from using anything like this with any simulator, even if it gives some boost, and even more with FS2020. This is interfering with the simulator own internal task scheduler and might cause problems with add-ons.

Here are a few reasons I won’t be recommending this kind of tool:

  • FS2020 is now using a sandboxed SDK for which most non-aircraft 3rd party code could run as external .exe, therefore in giving more priority to FS2020 you’ll give less priority to 3rd party code and possibly also break synchronizing optimizations which were implemented in the 3rd party code.
  • FS2020 will use DX12 which is opening threading optimization opportunities at the simulator code level which could be impaired if the user is artificially changing the process priority and/or threading affinity.

And fundamentally, what process lasso is doing could be done directly within the FS2020 code by the developers and if this tool proves any benefit, I believe you’d rather post your detailed analysis to Zendesk so that it benefits all of us.

Having said this the simulator is running quite well already given the richness of its graphics and the number of live objects/states it is managing. There are still a number of optimization opportunities I’m sure and I’m also certain they will come in due time. For example in VR I’m noticing more load with the 2070S whenever I increase some settings (Terrain LOD or buildings HIGH) whereas I’m observing much lower load increasing clouds or texture size (comparing both changes from the same initial conditions/settings). When comparing these changes and the CPU/GPU sync/stalls with fpsVr I tend to think the bottleneck is in the vertex shader and the number of vertices to process, whereas the pixel shader is more comfortable. There might be an optimization opportunity here in using SPS (single pass stereo)* so that the video card is handling 2 vertices transforms at once. Maybe I’m wrong though because it is only empirical and maybe they are already using SPS or other similar techniques, I don’t know.


*SPS has its share of problem too and seems to be even wrongly rendering with the G2.

I’m sure you right, I’m not an expert, as you might be, I just experienced that FS2020 with CPU utilization is more soft to me, there is much less frames dropping while flying. Maybe it won’t be effective after the future updates, but in this stage at VR seems to be a bit better at me.

@gyurmak I wouldn’t pretend being an expert or better than you in any way, I’m just sharing some technical details about these topics and someone one day might prove me wrong as well :crazy_face:

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:slight_smile:
Btw Istead of spending hrs of trying to get better performance - I like to have the beta access before the official release…I couldn’t wait till 23th…

No access to VR yet? Post your gamertag here! - VR Closed Beta / General - Microsoft Flight Simulator Forums

I have, sorry for my bad english. I have, thats i like…

I was wondering about these and never took time to try out. Do you find any particular difference in games performance generally (not just FS2020)?

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Just posted:

[Update 03DEC2020]

Changes:

  • update Win10 Graphics Settings and comments (Game Mode OFF).
  • update SteamVR Settings and comments (78% instead of 80%).
  • update VR Graphics Settings and comments (different strategy with a baseline and 2 custom adjustments).
  • update VR Traffic Settings and comments (slightly lower values).
  • added Sound Settings and comments.
  • corrections, additional comments and cleanup.

Since I’ve created this discussion I’ve flown much more hours in various conditions and settings and I came to new conclusions and decisions regarding how the best I can maximize the experience. This is an interesting journey which I hope is also helping you along the way!

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I’ve always felt (and this is not backed up by empirical evidence!) that there’s not much gain in any driver upgrade once they’ve settled in after card releases!
As I’ve got a 1080Ti, it’s old and well-tested now so I’d rather have something which is predictably solid, than constantly updating to the latest iteration which might have issues. The studio driver just tends to be the most bug-free from the last 5-10 versions.

I guess you might gain a few FPS here and there from having particular game-ready versions but it’s not worth the hassle in my mind unless you’re getting a clear 5+% improvement :slight_smile:

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Just wanted to thank you and send some apreciation for sharing your suggested settings.
Although I don’t use the Index but Quest2 and G2, your Nvidia settings make a big big difference for me. They have significantly improved my overall experience - hopefully you will get your G2 soon :slight_smile: On the G2 the sim is just incredible (once the settings are tuned)

I just made one minor change to your CPL suggestion: Low Latency Mode on Ultra seem to work even better for me personally (also in-game settings are different as I run a 2080TI)

Thank you for your kind words! Last time I’ve tried FAST or ULTRA the former gave me better results in 2D and 3D, but it was we a previous NVidia driver version. I’ll try again and see how it goes now on my test system, thank you for the heads up!

I’ve just posted an update at the top you might want to read!

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