Yes, pulsing sounds right. So what do you do about that? It doesn’t seem do go away… And beginning of flight is butter smooth 30FPS MR + 58% CPU overhead, or up to 40 fps with MR disabled, according to OXRT. Then everything goes to hell. Same happens with OXRT disabled, so it’s not at fault.
It doesn’t perform that well me. FSR 2.0 is the feature that’s supposed to be the game changer when MSFS implements it.
It’s not even disclosed if the “AMD Fidilityfx Sharpening” is FSR, but this option only appears when TAA is selected which does not make sense either. On top, I also still run OpenXR Tool for the colors with no problems.
Like I said earlier I’d say Asobo got a preview from AMD and MSFS is used as a testbed and it’s MSFS who on their end disclosed to AMD their TAA code.
Anywho, works here with 9900K 6800XT and could only get better in the future.
Yes me too, just using OpenXR Tool for the colors is still a big improvement!
Mbuccia has a fix on the way (I hope) via an open xr update, I think. The workaround is open up another window (I use task manager, but I don’t believe it matters.) It’s something to do with the scheduling and opening another window does something to fix it.
Very vague I know. Sometimes just closing and reopening VR will solve it too.
I don’t think this fix works for me. Nothing drastic though. I was able to complete one short flight without FPS pulsing, which is good I guess. But then without exiting VR I loaded another flight - and got the pulsing/stuttering again. Exiting and entering VR again doesn’t help… I have several apps open (FlyPT Mover for motion rig, SimShaker for buttkicker, Mobiflight for custom control bokes, yoke and throttles), so I tab to them, but it’s not fixing anything for me.
It’s not an instant thing by any means. Often I’ll have to wait about 30 seconds whilst using another window but it usually settles in eventually. Then I’ll close task manager and go fly.
Sometimes of course it just will not work. Typically in the FBW at a larger airport it just never works. I typically fly ifr with MR disabled or it’s just too frustrating. I can use the workaround above to make MR work in the FBW but say I switch to the external camera, it breaks and I get the pulsing again.
Small ga aircraft typically work well. If you discover any causes or want to test any theroies I’m happy to help troubleshoot.
That makes sense, I think I notised some effect after a while. What I did is I added a VoiceAttack command to press Alt-Tab and say “better?” when I say “performance fix”. That way I don’t need to reach for the keyboard while in VR. It would just bring any of my 3 programs running to the foreground. Loss of mouse is not a problem as I use VR controller whcih keeps working. Hopefully hand tracking soon, but I don’t want to use it until I sort out the stutters and FPS pulsing.
@mbucchia when I select OXRToolkit Motion Reprojection settings, does it override the OXR DevTool setting? I.e. if I set IXR DevKit to “none” and then select “on” in OXRToolkit would it kick in MR? Or if OXR DevTool is “always on” will OXRToolkit disable MR when set to “off”?
I can also confirm that there is no FPS hit reported earlier, this was dues to erratic and inconsistent behavior of MSFS with VR. There was an FPS loss but in a condition that was already bad due to MSFS quirks. When I turn VR on before starting the flight, and when there is no FPS pulsing, OXRToolkit makes no difference in FPS, and with FFR on it boosts a few FPS in GPU-limited situation. And I can’t see any visual difference with Quality/Wide preset eve if I try! So free FPS, always good. I just wish Asobo would sort out the buggy VR performance. It only works sometimes when observing weird rituals, and almost never works with turned off and on again, and sometimes never works well at all.
VR should work not just when you recite proper incantations and sacrifice a goat or two at full moon, at exactly midnight Zulu time, coinciding with mars aligning perfectly with Asobo HQ building. If the conjured demon is in the mood at all… It should work predictably every time you turn it on, just like any other VR game. It still feels like Alpha testing, after 2 years…
Thats the intent, though I believe there is a bug right now where the MR setting in OpenXR Tookit doesnt stick through Ctrl-Tab. This will be fixed in the next release.
Not sure what you mean t- did you mean Alt-Tab? Or is there anything Ctrl-Tab does on MSFS/OXRToolkit?
Ctrl-tab to enter/leave VR. The bug today is that the MR settings in OpenXR Toolkit only work the first time you enter VR.
OMG I’m so stupid… I blanked out and forgot about that, I’m just so used to pressing this that I stopped thinking what keys are those… So after you reenter VR, they don’t work even if you go to the F2 menu and change it again?
Yes after you leave VR it’s just hosed, forever. The workaround is to just use the OpenXR Tools for now.
OK, I just had a great first flight, finally! The problem turned out to be with the SU10 beta. I was trying and trying and I could not get a stable framerate: today I tried maybe 10 times with full reboots, but I always got the FPS pulsing and horrible stutters. Once FPS started out nice (31 FPS + ~58% CPU Overhead) but it quickly deteriorated into a total mess, as before. All other times FPS pulsing started right away. So I gave up and switched back to non-beta SU9.
And lo and behold, it’s totally smooth, no FPS pulsing! I used 100% TAA, OpenXR Toolkit FSR at 80% (also had good results for up to 87%!), sharpening 100%. FFR on quality/wide preset, ultra clouds, the rest medium/high. I had an amazingly smooth flight in Cessna 310 in New Zealand, and then I rebooted and loaded the ultimate test: PMDG 737 in KJFK, short full flight to KHVN with Scattered Clouds preset, live traffic and all players. And it was smooth most of the time! I did have occasional small stutters, possibly when new scenery was loaded etc. - normal stuff for MSFS (unfortunately). But otherwise it was locked at 30 FPS MR + 20-50% CPU overhead for about 80% of the time, occasionally lowering to 22.5% MR but there was no regular dipping below that and no pulsing.
So there is something fishy going on with SU10 - I got FPS pulsing with or without OpenXR Toolkit and just could not make it flyable, despite good potential of DLSS. That worries me a lot, because when SU10 will be released, it can really hit the fan… I opened the bug report here, please vote if you have a similar issue.
I did think that DLSS looks great, but after I loaded SU9 with TAA + 80% OpenXR Toolkit it definitely looks sharper. There is more aliasing/shimmer but it’s not bad. I think it’s much better than the problems with DLSS: horrible temporal AA artifacts - numbers smudging on instruments on change, sticky trails behind moving planes and cars etc., somewhat blurry glass cockpits and instrument labels etc. The only thing better about DLSS is there’s virtually no shimmering or aliasing, but otherwise it looks worse at the same FPS as I just had with OpenXT Toolkit.
Oh, and with SU9, when there were some FPS fluctuations couple of times, after I re-entered VR or loaded a new flights, I did the Alt-Tab and it definitely worked - framerates stabilized during 15 seconds every time.
Interesting. Me experience has been the opposite. Quite the improvement after going to the beta. Last night I even had smooth MR in the FBW at London.
Maybe the server side of things has more impact than we would like to believe? I know SU10 and su9 would be two different back ends but perhaps limited by some common element.
It’s no secret a lot of people see different performance day to day.
I can’t complain about the performance i had with SU9, but it was definitelly a substantial step up with SU10, at least once i switched dlss 2.4.12 with 2.4.6. I’m pretty sure once we get nvidia drivers tuned for msfs it’ll be even better.
I’m really sorry! I could swear I’d posted my headset.
I have a HP Reverb G2 running with a Nvidia RTX 3070Ti and Windows 10 nVidia driver is 516.59 MSFS running with DX11.
Hello @mbucchia , you mentioned earlier about OXR Tool ( not toolkit ) update… scheduled for end of this month… is it still correct? what this larger update will brings good for us?
brds
Testing is coming to and end now, so the WMR update should be released this Thursday or Friday unless we find blocking bugs.
Now that I get more or less stable performance, I tested the hand tracking in the latest version. @mbucchia Don’t give up on hand tracking, this is a ground-breaking and amazing feature!
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I think I know where the “interaction loss” issue is coming from. There is a VR bug report that MSFS can only use one VR controller at a time (it’s mind-boggling why they programmed it that way, but it’s true). And I think what happens is that when Leap camera suddenly sees my left hand appear in its view it activates it as a controller, and right hand loses interaction. This is exactly what heppens with hardware controllers, only I never use 2 controllers when flying, only the right one, so I never knew. The trick is that to activate a hardware controller you need to squeeze or press a button on it. With hand tracking either it activates on appearance or accidentally a gesture triggers. So it has something to do with it. Even when I set to only emulate one controller after it was already activated once, the second one appears anyway and blocks interaction. As if when it was activated once, it appears again even when not activaly emulated. However after reboot, when OXRT was already set to a single controller from the start, I think it initially doesn’t activate it, and I had no interaction loss. I do have to “wake up” the hand with some gesture, but it’s the same with hardware controller. But in the one good session I didn’t have interaction loss anymore.
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Note “one good session”. I have a problem when hands just do not appear at all, and it happens most of the time. I’m not sure why. I updated Leap software but it didn’t change anything. It shows that tracking is green. OXRT is set to emulate one controller. But hands or controller arrows just do not appear. I could not get them to appear yesterdey at all, after 3 reboots. I don’t know why they did appear initially but then stopped.
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When OXRT hand tracking emulation is on, even when hands do not work, hardware controllers do not work to. I can activate it, head the activation sound, even hear the trigger press sound sometimes, but nothing appears in the sim - no controller arrow no interaction, just nothing happens.
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In my “one good session” tracking performance gradually got worse until it became so laggy it was unusable. Note that MSFS was smooth and running well - 30 fps MR + 38% CPU overhead. But the hand which was smooth in the beginning was eventually flickering and only running in somewhat like 5 fps. Restarting VR didn’t fix that. So I rebooted, and I couldn’t get the hands back at all. Note that in Leap software camera shows full tracking that’s perfectly smooth. I do have leap software and process lauch via .bat file with CPU affinity set to core not used by MSFS. On a 5900X it should not starve in CPU resources. Here’s how I launch it (I disabled SMT in BIOS, so using 12 cores, not 24 threads):
LeapSvc --cpu_affinity_mask=3840
start “” /affinity 0x0000000000000E00 “C:\Program Files\Ultraleap\TrackingControlPanel\bin\TrackingControlPanel.exe”
timeout 1
PowerShell “$Process = Get-Process LeapSvc; $Process.ProcessorAffinity=3840” -
On a side note, OXRT graphic part is performing beautifully, and the picture quality with 87% FSR / 100% sharpening / FFR on Quality-Wide preset is definitely superior to DLSS with similar performance, especially in the cockpit. Much sharper instruments and textures, no ghosting on glass panels, no ghost trails behind moving vehicles and planes. And your FPS counter is perfect - clear and no the point, just enough info one needs to know.