Oculus - Increase Performance with "Oculus Homeless" Enabled in OTT

Hello everyone,

I’m not a benchmark guy and I don’t know a lot about doing them but I figured I’d give the different NVIDIA drivers a try. I did a lot of testing but only today stubmled upon something that will increase your performance some more!

To clarify, I have an I5-9400F, RTX 2060 6GB OC and 32GB of RAM @ 2666 MHz with an Oculus Rift S.
To test this I did the Circuit Flying Training Mission at Sedona with the C152 (Steam Gauges).
The reason for this type of test is because anything else (Cities and Glass cockpit airplanes) is so bad, I can’t play that for longer than 15 minutes anway. But for now, with my system, doing some VFR flying in the back-country is doable !

I recorded the screen with OBS and used the built in (MSFS) Performance/FPS Counter.
Also note that I am running my pc with an AOC 34" 1440p Widescreen monitor and an iiyama 25" monitor in landscape.

These are my settings:

Nvidia-Controlpanel:
Tripple buffering: On
Power Management Mode: Prefer Maximum Performance
Texture Filtering - Anisotropic sample…: On
Texture Filtering - Negative LOD bias: Allow
Texture Filtering - Quality: Performance
Texture Filtering - Trilinear optimization: On
Thread Optimization: On
Vertical Sync: Fast
VR pre-rendered Frames: 1

OpenXR-runtime:
Use most recent version: On (1.56.0)
Custom render scale: 70%
Motion reprojection: Always On

Oculus Home:
Public Test Channel: On (v 23.0)

Oculus Tray Tool 0.86.9.0:
Default Super Sampling 1.2
Default ASW Mode: Auto
Adaptive GPU Scaling: Off
Oculus Homeless: Enabled
Mirror oculus Home: Disabled

Microsoft Flight Simulator - VR Settings:
Render scaling: 100% TAA
Terrain LOD: 100
Terrain vector data: Medium
Buildings: Medium
Trees: Medium
Grass and Bushes: Low
Objects LOD: 100
Volumentric clouds: Low
Texture Resolution: High
Anisotropic Filtering: 2x
Texture Supersampling: 2x2
Texture Synthesis: Medium
Water Waves: Medium
Shadow Maps: 768
Terrain Shadows: Off
Contact Shadows: Off
Windshield Effects: High
Ambient Occlusion: Off
Reflections: Off
Light shafts: Off
Bloom: Off
Glass Cockpit Refresh Rate: Medium

Microsoft Flight Simulator - VR Traffic Settings:
Aircraft Traffic Type: Off
Airport Vehicle / Ground Aircraft / Worker Density: 10
Leisure Boats / Road Vehicles / Ships and ferries: 20

I also have AI Traffic set to OFF and I don’t use Generic Plane Models in Multiplayer.

DIY Benchmarks:
Doing the Training Mission “Circuit” at Sedona with a C152, recorded these values during the Down-wind Leg at around 5900ft. I was recording my main monitor with OBS to record the ingame FPS/Performance counter. Ialso had the Visual Hud in OTT set to Performance so I could get an Indication in VR. I had a few programs running in the background like Discord but nothing major.

Run 1:
Nvidia Driver: 457.30
Note: With Oculus Home running in the background (Oculus Homeless Disabled in OTT)
Average FPS: 26
Average GPU Latency: 34ms
Maximum CPU Latency: 44ms
Both limited by GPU and Main Thread

Run 2:
Nvidia Driver: 457.30
Average FPS: 33
Average GPU Latency: 25.5ms
Maximum CPU Latency: 45ms
Both limited by GPU and Main Thread

Run 3:
Nvidia Driver: 452.06 (Clean install)
Average FPS: 24
Average GPU Latency: 36ms
Max CPU Latency: 46ms

Run 4:
Nvidia Driver: 457.30 (Clean install)
Average FPS: 33
Average GPU Latency: 27ms
Max CPU Latency: 45ms

By doing these tests I came to the conclusion that:
- Enabling Oculus Homeless in the OTT gave me a 7 FPS increase over using the default Oculus Home.
- For me Nvidia Driver 457.30 gives me a 9 FPS increase over Nvidia Driver 452.06.

With around 33 FPS and Motion Reprojection on in the C152 (or any steam gauges cockpit) avoiding big cities with photogrammetry this game is playable in my opinion. Now you might not share this opinion and shout “You need at least 90 FPS and Motion Reprojection creates Artefacts!” remember that I am just sharing my opinion in this Topic and hoping I can help other people squeeze out those extra few frames just to bare being in VR until they get the chance to upgrade their PC or untill MS fixes the Performance even more.

I will continue to test all the features and report any new things that I find.
If you have any recommendations on my settings, please share them.

5 Likes

Interresting. Thanks for sharing.

Where are you changing OpenXR settings for Oculus?

enableing homeless frees some vram with only 6gb to start with any saving will produce benefits

I downloaded the openXR development runtime application as per other instructions on this forum.

OpenXR Tools for Windows Mixed Reality - Free download and install on Windows | Microsoft Store this stuff? My understanding is that only works with WMR HMDs

OpenXR developer’s tool will have no bearing on Oculus. Oculus will have built in OpenXR runtime. I doubt it will do any harm but I’d uninstall it to avoid another layer of complexity.

I though oculus home was disabled by default anyways nowadays

I feel a little bit silly. I followed a lot of other people’s guides and just blindly installed the OpenXR developer’s tool and been messing with actually thinking it did something.
I have removed OpenXR and re-run the tests and it does nothing. You guys are right. Thanks!

By the way, closing explorer windows (folders) also saves 1 or 2 FPS.

So can you just confirm that OpenXR can be removed from Windows 10 with an Oculus Quest 2 headset.?
I was told somewhere else on this forum this had to be installed from the Microsoft Store to get OpenXR into the Registry settings.
So far it has been a nightmare getting it to even work at all.

I have the Rift S and can confirm you can just remove openXR from your PC.
The runtime that you’re using for Oculus is located in the Oculus folder.

Yes I have also removed the OpenXR software as its not needed. Oculus Rift S here. I’m not sure though if you initially have to install it from the Windows store to get things setup with the registry and to install the OpenXR runtime? Then you can safely remove the software suite that comes with it as it has no effect on none WMR headsets. Or if you do not need to install OpenXR at all from the get go. Not tried the latter.

Thanks…yes I think I had to install it to get the Registry to show OpenXR so I could type in the suggested path.
I then kept reading that Oculus Quest 2 was not a WMR ( Windows Mixed Reality ) headset and did not need it so how puzzling is that ?

There is a difference between the OpenXR Developers Tool app and the OpenXR runtime. I have a feeling that the latter is installed automatically when you install the public beta of Oculus desktop, therefore I would guess it’s needed. Be sure you know what you’re removing! I agree that the OpenXR developers Tool doesn’t seem to have impact on performance/quality.

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