Isnt that the truth.
Does anyone know the specifics surrounding the foveated rendering - I’ve read on the docs that AMD cards only support it on DX12, will that still be the case with the 7900 cards? I was thinking to go the AMD route, but I will also be playing ACC which is DX11 only, so presumably that would mean no foveated rendering?
Choosing a VR setup is a minefield
It looks pretty clear that AMD will never make their software support foveated rendering on DX11. Not even on their newer GPUs.
They seem to have forgetten that DX11 even exists and majority of the games are still using it.
Thanks for clarifying, that’s made choosing a GPU an easier task.
From the talk above I see I have no idea what you’re talking about with all this tech mumbo-jumbo. I’m just an end user, not a computer engineer.
I’m not into XBox and I have no plans to buy one. I’ve been using OpenXR Toolkit and it was working great. I read a bad thread somewhere saying it is no longer necessary so I got rid of it. Now I re-installed it and it is working NOT great. I think this morning I was getting a frame rate of about 2 frames per year.
Johny5 - I don’t know what would be considered “working normally”. I have stutter issues in DCS, XP12 is currently a glitching/flashing unusable slideshow. I use ATS truck sim and that seems to work fine (if I dont count the constant USB cable/display port disconnect problems Ive been having since I bought this Rift S with all games/sims). Other VR non-sim games seem to be ok. Mostly just MSFS2020 is a disaster most of the time. And like I said. I could be on this thing in ten minutes and it would run as smooth as glass, but then tonight back to 8 fps.
I just don’t get any of this anymore. It makes no sense. I do understand the “early VR user issues” you mention and perhaps this is all attributable to that. For now I think I’m just going to use the sim as a novelty and not expect to get any real airline VA-type flying out of it. I bought PMDG but I really cant use it most of the time in spite of it being a great product.
Guess I will just stand down and wait for computers/VR/video cards/processors/sim fixes another 5-10 years, maybe 20 until they figure it out for people like me who can’t seem to. Apparently I am simply too stupid or perhaps too impatient to figure this out unlike all you guys. Must be nice.
Thanks everyone for the help but I’ve had enough of this for awhile. If I gotta read one more thing I’m gonna flip. Sick of reading and video watching trying to fix this and not flying.
there there
I don’t have any specific knowledge on 7000-series AMD cards, but based on my experience with a 6800XT, I would tell anyone who is going to get seriously into VR to go with nVidia. The aforementioned limitations on DX11 w/ AMD were something I wasn’t aware of, so I never have really been able to take advantage of FFR. DX12 is still too buggy for me, especially the broken airport textures/tiles. This wasn’t addressed in SU11, so who knows how long it will be until DX12 is really out of beta.
The other AMD issue is the lottery ticket odds of getting a good, smooth motion re-projection experience with the OXRTK. nVidia seems to have a much easier time giving users what they expect versus my constant tinkering with AMD.
Luckily for me, I’m not a huge VR user, so these limitations are minor things. If I was VR most or all of the time, I’d sell the 6800 XT and get a RTX 3090 or RTX 4080/90.
EDIT: Add one more strike against AMD that occurred to me. To enable FSR2.0 in SU11 you need to switch to DX12. Well… DX12 has the issues noted above so you have to give up proper airport textures to try and improve frame rates with upscaling. It’s always some weird trade-off!
Shake reduction does work with MR. Most noticeable when watching the gauges and turning your headset sideways.
I’m on a Quest 2.
Yes they support nothing DX11.
- VRS (for FFR): DX12 only
- FSR 1.0: DX12 samples only, fortunately devs can with minimal effort use DX11
- FSR 2.0: DX12 library only, takes significant effort for devs to support DX11
- Motion Estimation (for reprojection): DX12 only
All of these features (replace FSR with NIS/DLSS) are fully supported on both DX11 and DX12 by Nvidia.
Yep any situation where another app such as openxr toolkit, ot any onther frame rate limiter such as vsync, or even rivatuner or motion reprojection of any kind is creating a wait that will be read as cpu time and (unless you are under the cap) it will indicate you are CPU bound.
I’d suspect that there lies your problem. Having communication issues with VR headset can wrak havoc anywhere at any time. The more demanidn the task - the more chance of a problem. I had Rift S couple of years ago, until I sold it and got G2, and it run absolutely perfect for me, no disconnections ever, no glitches, even with USV/VIDEO extension cables. I run it with only Nvidia 1660. No MSFS at the time, but XP11 was OK, sometimes lower framerates were a problem, the performance wasn’t stellar, but they were consistent at least. I tried to updrade to AMD (6800? Don’t remembter) and that was a total disaster - I could never get VR to work properly, and XP11 wasn’t working at all. So I sold it, and later got a 3080 and a 5900X. I remember Rift S as a very polished experience, reliable and smooth. G2 is much more rough around the edges, in terms of its quirkiness and tracking. So if you are having problems with disconnections and blackouts in other titles - this is the first thing you should address. With Rift S you should not be having them.
Oh yes. Just as mentioned above, VR was horrible on their card at the time, for me. So bad it either worked very poorly at low FPS or refused to work altogether in some titles like XP11. The problem seemed to be the drivers, not the hardware. I doubt their drivers got much better our of the blue, especially with VR. On top of that, if anyone wants to play pancake, raytracing is the next best thing, finally made practical with NVidia 4000 series. AMD is very weak in that department, and the new GPUs probably won’t be close to 4000 series in raytracing. Rasterization - maybe, especially at price-to-performance ratio. But raytracing is here to stay, and AMD is a bit crippled in that respect.
Hi guys,
Just saw the Pie in the sky video on the best settings, i was expecting better improvement, but it’s noticeable.
I don’t understand whats TAA## stands, its the same as TAA? which anti aliasing do i need to set up if i have the NIS selected on the openxr menu. Do i need to have TAA or DLSS.
TAA100 is often used on this forum as a shortcut for TWO settings: TAA (vs it’s alternatives) and a Render Scale of 100.
There is no right setting. You have to adjust for your preferences based on experimentation and the limits of your hardware. Some people like to fly low through cities fast and smooth, some optimize for glass cockpit clarity, some for complex airport landings, etc.
Just added two functions on buttons of my Saitek quadrants thanks to OpenXR Tools’ companion.exe, and AxisAndOhs to summon it : Sunglasses and Binoculars (zoom). Love these little “extras” !
Also, I’ve found some settings that work great for my rig : RTX4090, intel 12900K, DDR4, Reverb G2, 850w Corsair PSU (I like to live on the edge ).
I’ll try to post the complete settings (probably not on this thread) but in a nutshell :
- Win10, HAGS Off, game mode Off, Resizable Bar On
- MSFS : DLSS quality mode ; almost everything on Ultra, terrain LOD 200, DX12
- OpenXR Toolkit : force MR locked at 45 fps ; CAS mode, full sharpening, turbo On, slight contrast boost, slight color fix: -5 green, +5 blue.
Beautiful sharp image, perfectly smooth, no MR artifacts.
It takes time to find the best settings because the game feels so good now that my test flights are hijacked into pleasure flights.
Thank you so much mbucchia (& friends).
Interesting. I see a lot of MR artifacts… I can live with them, but they are annoying when on the ground or close to the ground. So please post you settings in detail. I think this thread is quite OK for that. Many people (me included) would like to try them on. I haven’t checked after the SU11 release, but I guess there is still ghosting of all moving objects in DLSS, right? All numbers in avionics, trails on planes and cars outside etc… That’s why I’m running TAA.
I’m pretty sure the most important point to fix artifacts is MR locked at 45 fps (so only one “fake” image between two real ones to reach 90 fps). Everything else (DLSS…) is here to be able to reach and maintain that setting.
Now when looking through the side windfow at the runway during the takeoff roll, I see no more the “texture mess” I had at 22.5 fps MR.
I should point out that we are not all equals with “visual annoyances”. For example, fluidity is mandatory for me, even 40 fps with MR off looks unbearingly jerky, so I need MR. Before the RTX4090, at 22.5 fps MR, I found artifacts unpleasant but not a deal-breaker.
On the other hand, you talk about DLSS ghosting ; I’ve read that before, but I’ve not noticed it at all while flying. Not saying it isn’t there, I might see it if I look for it, but these things do not bother me as long as I have my 90 fps.
My point is, there will not a a size-fits-all solution. Anyway I’ll try to dump all my settings, this will allow to swap ideas and different possible ways to optimize VR MSFS.
Interesting. I thought Turbo On cancels the MR.
So you are forcing MR lock in toolkit? what is your reprojection setting in sim? Motion/depth/Off?
Thanks
Turbo prevents the runtime from automatically managing the Motion reprojection (in other words, it prevents the runtime to know when to enable Motion Reprojection and what rate to select), however it doesnt prevent the “Lock Motion Reprojection” to work, since that option tells the runtime what rate to use.
To me, I still see as many artifacts at 45 MR as at 30 MR, which is surprising to me. “Runway texture mess” too. Also, sometimes random areas of the picture warp and twitch, even in the menus outside of flight! There’s no reason for them to do that, but I can still see that. I still prefer smoothness, like you, but they are there.
I do, unfortunately…
I’m 100% like you in that respect. MR is essential. Any artifacts are incomparable to the mess I see without MR.
There’s no way around it for me: in airliner you need to adjust headings, altitude etc. in the MCP, radio freqs etc. and I have hardware encoders for that, but as soon as numbers start changing it’s a blur and you have to just pause all the time to wait until you can read the number, you can’t continually adjust. That is very bad. Also any car or plane outside leaves a trail larger than its size - very distracting.
Have you tried locking at 45 fps without MR? It’s surprisingly smooth, it’s all I ever use. It’s much smoother than 40, probably because it’s exactly half of the 90hz refresh rate