@mbucchia I hope this hasn’t been asked before. If so my apologies. I am so wanting to use TAA instead of DLSS until the blurry cockpit is resolved.
But the smoothness loss going back to TAA is killing me. I am able to get an acceptable (to me) fps by using a more extreme level of fixed foveated rendering in the toolkit. However the pixelation around the periphery of my vision is of course very noticeable. However I thought, it’s not that I’m looking to the edges of my view at all, and the only piece that’s distracting is the flickering of the pixels as the resolution is so low. I think if the distraction of those large flickering pixels was reduced somehow, I think it would be usable.
What came to mind was, would a very cheap blur / bilinear type filter per ring (I’m thinking PS1 Vs N64) be something that might help us use more extreme levels of foveated rendering, and not be distracted by those jumbo pixels flickering as they pass through light and dark. Is this feasible to experiment in a future toolkit. The cheapest possible blur / filter affect added to the rings, as an option that users could turn on, perhaps on/off per ring? Maybe it just might smooth out those pixels.
Thats a great question, it has been asked early on but not recently as I recall. The milliseconds that it takes to apply the blur were suspected to nullify and potentially even worsen the gains in terms of frame rate. Perhaps now that it is more refined…? Tobii foveated rendering however showed that it was the blurring effect that truly made the FFR look great. ( in the siggraph presentation it was DFR ).
Woah you’re like 1 million miles ahead. Nobody has any clue what DLSS3 means at a technical level (there is no public technical manual or SDK) or whether it will even work in VR…
I updated to beta SU11 today, and DLLS3 frame generation option is there for the PC (though I couldn’t select it for some reason, and I have a fresh RTX 4090). But it’s not an option in VR.
Heads up on this OpenXR Toolkit issue detailed here:
Short version: the OpenXR Toolkit app CPU overlay does not mean what you think it means. It is analogous to the RdrThread from MSFS’s own overlay, which corresponds only to the CPU overhead needed for rendering only. It does not include app CPU overhead from the rest of the game. There seems to be a huge difference for some of you between the app CPU value and the full app frame times reported by other tools (eg: MSFS overlay, WMR overlay).
i’m getting feint broken black vertical lines in each eye when using Open XR Toolkit. I tried to screenshot but the black lines did not show, i tried to take a pic with my cam but couldn’t so i’ve drawn a representation of what it looks like :
This only happens when i enable Open XR Toolkit in msfs. I’m using win 10, latest Nvidia driver 525.x, 4090, latest OXRTK, pimaxXR, 8KX. Without it enabled i get no lines.
EDIT: just tried OXRTK with another game (Automobilista + opencomposite), very similar feint black vertical lines appear. With OXRTK disabled, no lines
Also, not sure if this is relevant but the lines don’t move with the image, they move with my head, almost as though there’s a row of dead pixels which i initially poo’d myself thinking that was the problem but it can’t be because as i said with OXRTK disabled they disappear.
@mbucchia
I’ve been flying without Foviated R for a few weeks. Now when I enable it, it’s showing some strange artifacts, like big square pixels, randomly aligned vertically, one column per eye. Only happens when Fov r is active.
Is this a known bug?
If not, I’ll try to grab a screenshot.
Oh, hags on or off makes no difference on this.
Cheers!