Just tested the latest gameready driver with dx12.
My conclusion is DX12 does not bring ANY benefit over dx11 and for me personally degrades performance so i deem it still being unusable.
I’m running MR, my framerate is locked to 31 in nvidia cp, my resolution is set to 3800x3800 per eye and i’m using OXR toolkit. Most options on high/ultra, DLSS is set to quality/balanced (depends). Testing in my local airfield on the ground:
in dx11 i get appGPU 26k and appcpu around 8k, vram usage is around 8-9gb (out of 12). One airborne i get steady gpu frametime of hardly above 20k and cpu frametime is never above 10k. So around 20 ms gpu, below 10ms cpu. Framerate is constantly at 30fps MR and never falls below so i get very very little stutters (almost none) and practically zero artifacts.
in dx12 i get appgpu 29k-30k, and appcpu doesn’t wanna fall below 11k, vram is 99% at (10.5gb) and it feels like it would eat 50 gb if you had it. Framerate can’t either fall to 22.5 nor stick to 30fps, until i get to around 1000 feet high it’s sorta fluctuating between those two (could just lock it to 23fps but nah) and causes lots of stutters. Once i’m higher up i get steady and fluid gameplay.
So my experience at these settings doesn’t make me want to come anywhere near dx12 for now. There’s just something wrong with how it handles cpu and vram usage.
My stutters were always bad, especially approaching airports (AIG loading?). Some so bad my screen blacks out for a second.
Nvidia update and DX12 with DLSS seem the same for me. Its super clear and smooth at altitude, but experiencing same stutters and blackouts in dense areas. Also still the same blurry digits as I rotate dials. I’ll try back on DX11 to see you if that’s improved with this update.
(i9-12900, 3080, G2)
21, almost 22 gigs of VRAM in my 3090 which leaves very little left of VRAM * couple of gigs) and I am VERY happy about that, that MSFS finally can use up all my resources. DX12 =3090 anything less than 3090 stick to DX11.
Sad to say I can’t even test DX12 with the Reverb G2 and the 3090. The game crashes (when spawned in) as soon as I enable VR. I reinstalled both the Open XR toolkit and the Open XR Developer tools, then tried it without the Open XR Developer tools disabled.
I don’t have a 3090, but my 3080 Ti VRAM fills up almost immediately when loading in the Fenix at KATL in VR with an Oculus Quest 2.
Agree that VRAM usage is highly unoptimized right now. No way VRAM should fill up 10GB when I spawn in an aircraft (even the Fenix), just staring ahead at the wall of the terminal. There is work to be done, here.
Just FYI in case you didn’t try it yet, the latest version of the OXR toolkit has a frame throttling feature. It’s the same as locking FPS in Nvidia CP but acts on VR frames directly.
Thought you might want to try it instead of the Nvidia CP one…
Ok I have installed the new Nvidia game driver 517.48.
My system
CPU i9-12900K
GPU Nvidia Founders RTX 3080TI 12GB
RAM 32GB DDR 5
I do not have the problems as others have indicated.
Running DX12 with DLSS quality @ 2K resolution with sharpening @ 150 Terrain detail @400 Object detail @200.
All the other setting mostly Ultra some high.
Using PMDG 737 @ CYYZ Toronto
FPS 60
GPU Memory 9.2GB
RAM Memory 15GB
On the ground and in the air fluctuations are less than 10%.
CPU usage well balanced
GPU usage 30-70%
CPU usage 25-35%
I am a happy camper.
what he meant is that you start your Mixed reality portal before you start MSFS so that the headset is active and awoke. Only then you run the game. You then switch to vr in msfs once your flight is loaded and you’re in the airplane.
I second this. I was reading identical fps with DX11 and DX12, but stuttering was far worse with DX12 for me, when turning either the plane while taxiing or turning my head.