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
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