Iāve also not seen any downgrades on the Index with SU5; performance is way up, and Iāve started bumping up my settings as well with a big improvement in visual quality so far.
Note that I reinstalled the entire simulator while tracking down other problems before I even touched VR.
Iāve disabled Tex. SS for now because in previous versions I believed this was one important factor to fps degradations at airports, especially large ones with lots of markings on the ground. This is why Iām using Aniso 16x for now in order to compensate, and except the RWY center line, usually it is still bearable with the Index resolution.
Otherwise after many tests in earlier VR versions, the best setting Iāve found back then (visuals and perf) was Aniso 8x and Tex. SS 4x4. Iāve not really tried it yet with SU5!
As always @CptLucky8 , your settings make things better. At least a little more bearable for the moment. The blurry ground scenery/textures have been so immersion breaking in VR. My eyes keep telling me āmaybe you need sim prescription glassesā!
Is it ironic that msfs added the Orbis flying eye hospital to the sim at the same time of the lod/clarity regressions?
WMR, Openxr @100 Repro-off, Reverb G1, 2080Super, i9 9900KS, 32GB.
Update: 0530 utc I just did the Orbis tour and things look even betterā¦hmm and the new CYVR update looks much better than earlier today.
Using this version of the settings it looks quite great for me, except for the motion projection which still produces unacceptable distortions at least around the prop, so I have to turn that off. Frame rate for stuff outside seems not great either way, but I can read many things on the PFD in the Pipistrel Virus. On the MFD most text is still too small to read.
Overall ā had a very pleasant sunrise flight from KLAX to KPOC! Looks great, performance is pretty good once I get out of the airport, and was acceptable enough for the takeoff.
That seems to be an attempt to hack things up to hide the prop? Definitely not something Iād want.
Note that at least previously, motion reprojection also created bad distortions on the wings, edges of hangars, etc. I took off before sunrise so didnāt see much out the window at takeoff so didnāt notice all of those except the prop distortion, but I suspect theyāre still there if itās something inherent to how the motion prediction works.
Motion smoothing on the Index (and the Oculus) is using NVidia Optical Flow on Turing+ GPU (part of VR Works libs), otherwise NVENC/DEC (part of the H264 encoder/decoder) on other GPUs:
This is based on analyzing the differences between 2 images in order to ādetectā the direction and speed of the pixels between the two, so that it can interpolates the pixels among N frames in between. If a pixel suddenly changes brightness under a rotating semi transparent blurry blade, the algorithm will most likely think the pixel jumped from say 90deg right position to 0deg up position between the two frames and will therefore wrongly detect the changes.
The āhackā therefore is nothing else than raising the transparency of the rotating blade texture so that it has lees impact on the pixels. Iāve found empirically that changing the opacity of the texture to 64/255 is very effective in practice.
Besides, although it sounds like a āhackā I see this more as a needed change even in 2D: your eyes IRL donāt see the stroboscopic illusion FS2020 is rendering, only a camera is capturing such illusion IRL. In turn, in changing the transparency you not only solve and workaround the limitations of the motion smoothing technology, but you also cure the inaccurate representation (IMHO) of a rotating blade in the game.
Having said this it wouldnāt be hard for the game to do this for you automatically though:
Enforce that aircraft modelers tag their rotating blades object as ārotating bladesā (which they already do if Iām not mistaken so that the game can choose among a set of more or less blurry textures āmatchingā the rotation speed)
When in VR, automatically change the alpha transparency of the texture like weāre manually doing otherwise.
No this wonāt help with the rest, but in practice I find the propeller is the most distracting.
What would help compensating for the wings and the rest, is:
Adjust the prediction to match. I find 33ms my all around performer with any aircraft/scene, but you can experiment and find if too high it distorts in one direction and too low in the other direction. Find the right balance for your system.
Lobby MSFT/Asobo to also send the depth buffer tot he OXR API so that it can more intelligently differentiate foreground and background. The Oculus API supports the depth buffer but Iām not sure for SteamVR.
Yep, the nice things about preferences is ā we all get to set them according to our own. <3
One thing I do note though ā itās definitely sending the depth buffer for reprojection, because head tracking seems to be smooth at a much higher framerate than anything MSFS puts out. Even when MSFS freezes for a few seconds during loading, Iām able to move my head around and itās not until I move/rotate a significant portion that it dims the screen and puts up the logo image in front.
If there was no depth buffer sent to SteamVR, this would be impossible.
Flag to enable external hints:
NVOF API provides clients the flexibility for feeding external flow vectors which will be used as hints by NVOFA while performing the motion search.
Pass good quality flow vectors as hints.
NVOF API provides the option for passing external hints. The external hints are given highest importance while performing the motion search by the hardware. Hence it is recommended to pass good quality flow vectors as hints, and not use the feature in case the hints are not of good quality.
It happens FS2020 is already computing pixel motion vector texture for TAA and this would be a good hint. Should they be able to provide this texture through OXR, and SteamVR uses it to pass along to the Optical Flow lib, this would help a lot. But is there an OXR API for this? Or even an OXR Extension for this? And what about SteamVR?
This can only be solved if Asobo, Valve and NVidia sit around the same table and decide to implement this. Given what they seem to have told about Pimax thoughā¦ Pimax answered my questionš¢
Well this interesting. I am a Quest 2 user but used a lot of your settings and suggestions in the past month from this thread. After lots of experimentation I settled on using the SteamVR runtime instead of the openXR that ships with Oculus.
Few reasons for this choice:
The SteamVR image didnāt look so washed out as the one that Oculus produced.
SteamVR had less microstutters.
I love the World scale option.
Within that choice I had been experimenting a lot with supersampling. Oculus users have this great OTT tool, but Steam can do it also. I tried many comboās but in the end I settled on OTT doing the framerate lock on 18 Hz with ASW and the supersampling. Just leaving SteamVR on 100%. It just was more fluid that way.
Along came SU5 and as many users I was able to upscale resolution and settings without stutters. But after a few flights it became clear that the image quality had changed. I could not lay my finger on what the difference exactly was but the outside world looked more cartoonish and unsharp.
After reading your settings I tried to use the Steam supersampling again and Lo and behold! the sim looked like it was before SU5. Less washed out, more definition in objects and sharperā¦
I donāt know how this is possible but the change is visible. Only downside is that I now have some minor microstuttering again.
One of the reasons behind 126% and 152% (+ FOV 95%) is that with the Index native panel resolution and lens distortion, it seems to me these are slightly enhancing aliasing compared for example to 125 and 150, compensating a little bit for the blurriness due to motion smoothing and/or FS2020 rendering. It is really subjective though but it seems it is striking a balance to me, enough to make barely legible middle EFIS small letters slightly more legible (but aliased).
Thatās interesting, Iām also a quest 2 user but never saw any impact at all from increasing the SteamVR super samplingā¦ Is there anything special you need to do for it to kick in?
Yes, moving the slider in the steam menu never had any impact for me in visuals or performance even if I put it outrageously high or low. I had thought this was a limitation of virtual desktop but I tried it through link and had the same. Maybe I just needed to restart the sim or something, Iāll have another experiment.
I am wary not to derail this thread which is about the Index, sometimes I am tempted to gift a quest 2 to Captain lucky just to get his input on that headset
Iād be pleased but only if you also gift the computer that goes with it. I donāt want to have anything to do with the company backing this headset up on any of my electronic devicesā¦