No visual difference between 60 and 90 hz using Hp reverb

No visual difference between 60 and 90 hz using Hp reverb
How do you use it?

I didn’t see any difference between 60 and 90 in the Quest 2 also.

I have not tried 60 Hz in MSFS yet, but did in a couple of other combat flight sims I have.
While it was smooth I really did not care too much for it, hard to describe just that I could tell it was a lower Hz and seemed a little swimmy to me. Again hard to really describe, just I much prefer 90 Hz even with reprojection.

Is your frame rate high enough for it to matter? There’s a fairly big difference between 60 and 90 fps IMO. Probably most obvious when moving the camera around, or head in VR.

In my case is smooth with everything in ultra and render to 100. No difference between 90 or 60

Impossible , prove it with a video , there is no way you can get 90fps with ultra settings and 100 render

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I dont get 90 frames

Without VR im in 42 FPS with 100 of render and everything in ultra
With the same config in VR i dont know the frames but is completely smooth.
I dont see any difference between 60
and 90 hz
Dont think that in this case 90 hz equals to 90 FPS inFS2020
If the hzs would be equal to Fps even in 60hz nobody could make the sim running

Screen refresh rate and app frame rate are two different things. The 90Hz, or 120Hz etc. settings for Index are its screen refresh rate inside the HMD. Likewise, same is true for the Quest 2 and its 72/80/90Hz modes. Then there’s the Rift S which is always 80Hz, and the Rift CV1 which is always 90.

There are a few ways this matters, some related to the application frame rate (fps), and some that aren’t. Firstly, with a lower screen refresh rate, some people can actually see the screen ‘flicker’ from it. I am one of those people – 72Hz has a faint but annoying flicker I can see especially in my peripheral vision, and 60Hz for me is so flickery that I can’t use it.

Secondly, the refresh rate determines that maximum frame rate that your HMD is going to be able to use. This matters because higher frame rates lead to a significantly greater feeling of fluidity in VR, especially with fast head movements and fast scenery motion. It’s a significant factor in lessening or eliminating nausea for some people who feel sick from VR.

Third, it also determines what the application frame rate will be, if your PC can’t run the app fast enough to reach the full refresh rate of your HMD. The frames have to stay synced in time with the screens, or else what we see is perceived as stuttery/juddery, so the runtime is supposed to force the frame rate to even divisions of the refresh rate. E.g., if your headset’s native refresh is 90Hz, then the runtime should force the app to run either at 90, 45, or 22.5 fps. This is also very important for ASW or motion smoothing, if you have it enabled, because it requires a solid & stable base frame rate to interpolate and have it look smooth.

One last point – MSFS and X-Plane both seem to have issues with that third thing I listed. Their app frame rates often don’t lock to the values that the runtime should be forcing them to, even when the runtime explicitly clamps it. I don’t know if this is a problem with their build environments, code efficiency, or Nvidia’s drivers, but it’s really annoying and I hope it gets fixed soon. A good many of the complaints we’re seeing in here about stutters, judder, etc., and people disabling ASW or motion smoothing for a better result, should not be that way. In other VR games made by big developers, you can run at half refresh with ASW and in many cases not even be able to tell the difference between that an the full 100% rate. While these sims are indeed very demanding and will always require high spec hardware to run well, their perceived user experience could already be improved for everyone across the board if things were working the way they’re supposed to.

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