Can please someone explain why when in oculus software in place the slider to 1.5 render resolution 90hz although the performance shows 90hz outside the game when I enter it can’t go more than 20fps?it’s like it’s the maximum value that can reach.
Have you set any limits in the oculus tray tool? Specifically the ASW setting? You can set that as low as 18hz.
No I have only asw to disabled.The thing is that if I change to 1.2 render scaling in the software then the limit goes to 35fps I think
I don’t think it likes being higher than 1.0.
What happens if you set it higher via the debug tool?
Also, what if you set it to 72 (which I think it recommends) and set ASW45 in the debug tool?
There are lots of settings to play with to find the sweet spot that suits your hardware.
Yes I will try your suggestions because with 80hz and 1.5 render asw forced either to 18 or 30 or 45 makes my experience terrible.
I am still experimenting, but so far , 72htz, ASW45 (and vsync set to “Fast”) gives me the best results. Still more tweaking to be done tho.
What about your other settings render resolution and ss oculus debug tool and render in the sim
It’s because that is way, way beyond what your GPU can do. When you aren’t running MSFS, and are just looking at your desktop or the dashboard, that takes far fewer system resources. Running at 90fps and the render resolution at 1.5 means you are pushing your graphics card to its knees. The simulator won’t run above 20fps because it’s already completely load-saturated at that framerate.
Also, a quick clarification on that 1.5 value that shows up in the Oculus device settings: that is not a fixed value. In other words, 1.5 there does not correspond to an exact resolution setting, and it’s not a supersampling value either. It’s a setting that reflects how much beyond the recommended value you are running, where 1.0 is the suggested setting based on your hardware. So 1.5 for you might be different than 1.5 for someone else, and you’ll notice that if you change the selected refresh rate, it also shifts the numbering vs resolution.
When you’re trying to optimize performance, you should open up the Oculus performance overlay. You can turn it on via the Debug Tool or the Tray Tool. It displays a graph a framerate on the left, and performance headroom on the right. If your performance headroom is between 0 and 100, you should, in theory, be able to hold a framerate equal to your headset’s refresh rate. So if your refresh rate is 90Hz, then with a headroom value greater than 0, the game should also be able to run at 90fps. (There are limitations to this if the game is poorly optimized for VR, but in general that’s how it works). If performance overhead is between -100 and 0, then you should be able to hold HALF the refresh rate without hiccups (so if your refresh rate is 90Hz, that’d be 45Hz stable). These are the thresholds you have to meet to prevent stutters and hiccups. Once you drop below -100% performance headroom, then you have to rely on things like 1/3 or 1/4 framerate, with ASW interpolating several frames for every real frame, and that’s where performance starts to really look poor IMO.
One more clarification since many people are using VR for the first time with MSFS: in VR, consistent frame timing is critical. To keep things from feeling juddery and causing motion sickness, you need not only a high framerate, but also a very consistent one. For this reason, the runtime (the core software that drives the VR devices) tries to hold a certain framerate, based on the highest value it thinks it can sustain. These levels it locks to are in even divisions of the refresh rate of the headset – it has to be this way to maintain consistent frame timing in the displays. So if the refresh rate of your VR headset is 90Hz, then the framerates the runtime will lock to are 90fps, 45fps, 22.5fps, etc. This is why it looks like things are getting ‘stuck.’ It’s because you don’t have enough performance to go up to the next threshold. In an ideal world, all VR apps are supposed to run at the same framerate as the headset’s refresh rate, but these flight sims like MSFS and X-Plane are some of the worst-performing VR apps in existence. And I say that as someone who loves using them in VR, but I’m just being honest that the user experience is pretty ■■■■ because they are not experts in developing for VR.
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