Oculus Resolution, Render Scale, And All That

Something I am struggling with despite reading enumberable posts is the relationship between the Oculus headset native resolution, the resolution setting in the Oculus App, and Render Scale.

Can anyone illuminate?

The occulus headset resolution is 1832 x 1920 per eye - does the Oculus App resolution relate to per eye or the two combined?

Even if it is the latter, the max setting in the app is still way higher than the headset resolution - is this where render scale comes in - i.e. if you set the in-app res high you set the render scale below 100 to match the headset - the idea being that you are leveraging the GPU more to higher fidelity and then down scaling?

What happens when the in-app res X the render scale doesnt match the headset - presumably the GPU adjusts it to fit?

What does a render scale > 100 do? Is this for when the in-app res is low for a lower spec GPU?

i9-11900K
RTX 3080 ti
64 GB
Oculus Quest 2

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This link will give you a start on the answer about the relationship between the native resolution of the Oculus and the slider.

And this, which is the top of the thread, reveals what the oculus slider does.

I’ll let someone more experienced than me answer your other questions.

Wow - that’s useful info about the need to generate a curved image - so you only get the max detail if you push the slider all the way. I wonder if render scale is just an in game way of altering the resolution - I’ll try that.

With your specs you should be able to achieve maximum resolution in Oculus app 5472*2736 and 100 render scale in game, that’s what I use. As per the post above I believe this is the closest thing to “native” resolution. Then if you want more performance, adjust down either the Oculus resolution or the render scale - there are many threads with recommendations about combinations but I don’t think there is an accepted “best” combination.

With regards to what is happening, my understanding is the Oculus app sets the virtual resolution of the “device”, and then MSFS sees a device with this resolution and will render at this resolution when you set 100 render scale. MSFS will generate super sampling if you set a render scale above 100, and will perform a kind of upscaling if you set below 100(rendering at a lower resolution but then applying its sharpening filters etc). Interested to hear a proper explanation from someone who knows this stuff properly though :slight_smile:

Thanks RebuffedBee

I found that at max res and 100 renderscale and everything else on ultra, the sim would bounce around 30 to 35 FPS with major stuttering due to all the dropped frames, so I have been pursuing a frame rate tuning strategy.

My test area has been Chicago with low level flying.

Pining the FPS to 30 with the above gives excellent results above 3000ft - below that and there’s not enough FPS to render things smoothly. Also, 30 FPS results in a low FPS blur when manaoeving too quick - but it aint bad.

I also note that I am main-thread bound on the PC and so this has factored into my tuning strategy as well - looking for that to be bouncing into the green.

Adjusting the MSFS VR graphics settings has little to no affect on the above constraints - which is of no surprise I guess as they are all GPU things and the setup at max settings is CPU bound - I do notice the effects of reducing them on image quality and GPU load - so I just leave everything on ultra.

So where I went from there was to find the FPS sweet spot that allowed for low level flying and eliminated the worst of the low FPS effects. That is looking to be a min of 40 FPS at the moment. So now I am looking at the highest res that will not drop frames at 40 FPS and keep me on that only-just cpu bound edge.

Hence my question about the balance between resolution and render scale - is it better to pin the render scale at 100 and find the max res for 40 FPS or is there some benefite in allowing a lower render scale to get a higher res?

I’m watching this thread very closely; thanks for verbalizing the same question I had in a way that makes sense - there’s no way I could have.

Something I have been looking at is whether render resolutiuon set in the oculus app and render scale set in MSFS result in an ‘equivalent’ product.

My test was to run with a render resolution of 4192 in the app and a render scale of 100 (i.e. x1) in MSFS versus max resolution in the app and a render scale of 75 in MSFS (x0.75) which in terms of resulting rendered resolution should be more or less the same.

I took in-lens snapshots to compare the rendered image and monitored the CPU/GPU. I pinned the FPS to 38 to see how close the sim could get to that.

While it is a bit subjective, I struggled to tell the difference - same image quality and same CPU/GPU load and same FPS behaviour.

If I had to choose - I’d say the base res plus 100 scale gave ever so slightly better clarity and the full res + downsclae was just that tiny bit smoother over all.

This says to me that it is an adavtantage to set to full res in-app and downscale in MSFS as that gives you more options to adjust the render scale in MSFS only without having to change the in-oculus-app settings which requires a oculus app restart.

That said, I am doing this with a 3080 ti - a lower spec GPU may mean a higher downscale from max for a smooth ride and that could well reveal bigger differences - thoughts/observations welcome on this!

I did try the other way - low render res and an MSFS upscale (>100) but this produced a poor image quality - this implies that it is not a simple product of the two settings but something more akin to super/under-sampling.

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Where does ODT super sampling fit into this equation? And what about refresh rates? Since nobody gets above 40fps-ish, is there any reason to go higher than 72hz?

Most of the Oculus tuning guides I have seen avoid the ODT supersampling in favour of adjusting the Oculus render resolution (in the Oculus App) and Render Scale in MSFS VR settings - so seemingly it is similar to one or the other.

The Oculus Refresh Rate relates to the headset only - it does seem to mean that the headset has to work harder at higher rates but has no direct bearing on the FPS the PC CPU and GPU have to serve up.

Refresh Rate affects how comfortably you perceive the VR experience - some experience motion sickness at lower rates I believe

I find 90hz works well for me.

Sorry but the Q2 refresh rate you choose definitely effects GPU usage and hence overall performance. You can look at your win10 task manager GPU usage to confirm this. Try 120Hz and you’ll def see the difference, lol! I know that many think that with flight sims that cannot maintain full refresh rate fps that this should not matter, but it does imho.

With my Q2/rtx3090 (mainly using Air Link) I’ve found the sweet spot for me is 80Hz and the res slider full right (native Q2 res) and Air Link dashboard setting at 200mbps dynamic. All my ODT settings at default/zeros except ASW disabled, Encoding width = 3664 (1:1 scaling), and link sharpening enabled.

I have never found ASW or frame limiting options to be very useful. Too many artifacts and I see very little difference in how smooth things look. I also do not see any advantages to adding super sampling (StreamVR visuals manual 100% and disable SS filtering btw) because once you have the Q2 res slider full right, link sharpening enabled, and encoding with at 3664 there are not any significant improvements after that. I think it looks fantastic!

Nvidia (currently using 496.76) control panel settings all default except the power option set to prefer max performance. Mucking around with these further does not improve PCVR performance imho. I’m also on the latest win10 feature/security updates. No big win10 settings changes except the usual disable any usb power savings options.

Also, together with my VR Cover standard facial interface, their eyeglass spacer, their thin Cool pad, and Oculus Elite strap with battery I’ve found my Q2 to be much more comfortable, with a larger fov, than stock. Of course I’d like a larger FOV but I can easily live with this for now. I just need to move my heads around a little more, lol!

While some may be more refresh rate sensitive than others, I don’t seem to be. I cannot tell the difference between 80/90Hz but I do see minor improvements with faster racing sims compared to 72Hz. So, I’ve settled on 80Hz for everything and this seems to work fine with all my games/sims, including fast action ones. The Rift S uses 80Hz and I did not have any problem with that as well. Nor did most users that I know.

I also have a good Link cable (VR Cover 5m Premium Link Cable) connected to my z390 mb usb3.1 gen2 type c port and this also works very well. I use the same settings but increase the ODT bitrate to 500mbps. This does improve the clarity of distant objects but I’ve found that the freedom of wireless outweighs this, for me anyway.

The point I’d like to make is that it’s important to get your base Q2 setting optimised before finetuning in-game settings. For those, you’re on your own, lol!