I’m at wicks-end on this new CTD issue in VR since updates.
You guys mention about 20 seconds of freezing when exiting VR. I wish I just got freezes, I get total ctd everytime. Also get ctd after about 1/2 hr flights not doing anything.
After almost 3 years, I’m experiencing the worst most unstable performance to date. I’m out, and not by choice
Footnote…I’ve tried every combination on this bug list, on, off, disabled etc…for the past week to no avail.
(i9-12900, 3080, G2)
Which driver? I think I’m still on 531.29 because beyond that DX12 seemed crashy on my 3080Ti. So if not on that already maybe try a DDU uninstall and that one, plus maybe start with DX11 if not already? Hope you get it sorted.
Incredible, if you have a G2 and 4090-13xxx-x3d maybe less, try TAA again, no more DLSS nor MR. My config G2 60Hz, maybe 90Hz is the same, in tools 100%-turbo, in toolkit only FOV wide-quality CAS 60% or so, and in MSFS TAA 100 or 95 the resolution, LODs 100, smooth most of the time in ground and always in air, and clarity, the dreamed TAA has arrived.
I tested with some new setting like ResetXPDR above shows. OXR 100, Prefer Latency on, DLSS Quality, DX11, TLOD 100, HAGS on. It’s incredibly clear and smooth 45+ fps. No ctd when exiting VR. Did multiple exits which were instantaneous with no ctd! So far so good. Thanks everyone!!
Hi I have exactly the same problem, since the update CTDs out of nowhere..on almost every flight..before my system was super stable, I don’t know what’s happening…I reverted back to the previous version
It was solved! Read my post above as to how I did it.
Oh okay interesting! Thanks heaps. More settings to try. Yay! I have been loving the shaking reduction so much but it would be great to have the best of both worlds!
Can someone dumb this thread down for me at this point?
The only consensus I get is that “Prefer framerate over latency” causes instabilities when exiting VR and flickering upon entering VR. OK, that one I can (rarely) reproduce under certain circumstances.
The rest of this thread to me is a blur of “new MR is great” and “new MR is awful”. I’m not quite seeing any factor for those, except the typical user error (eg: using over-prediction reduction + MR = bad results, we already know that and you shouldn’t use that, if you can’t see the big red message in OpenXR Toolkit, this is on you), and someone mentioned something about using frame-limiting in NVCP improved things (which TBH would point to the sim doing something wrong with frame management / latency prediction).
One interesting point was raised that “the higher the app CPU, the higher the artifacts wobbling” (they mentioned 9-10ms as tipping point), though I am only seeing one user making that statement. It’s an interesting find but only worth investigating if it can be confirmed by others. It would also poing to an issue in the game specific to latency prediction. Looking at non-MSFS threads (eg: reddit or Discord), it sounds like these issues are mostly specific to MSFS (kinda like the “heartbeat” over-sensitivity issue).
At this point unless I can get some meaningful help in the right direction (because believe it or not, this work perfectly fine on my machine, so there is nothing I can do to investigate), these changes will probably just get rolled-back (and once that is done, they will be gone for good). Simply because at some point the Preview must be promoted to stable, and whatever needs to be done for that will need to be done.
The only issue I see so far is the oversensitivity on the Y axis in the reverb G2 in MSFS. This only happens with MR on. With MR off the oversensitivity is almost negligible and with some prediction dampening it’s gone.
The new MR is better than old one from what I can see however I keep it off new due to the oversensitivity that causes cockpit shaking.
I can’t reproduce any of the other issues mentioned.
Although I have some wobbling while using motion reprojection, its much better than before. I also use a G2, which is hyper sensitive, and its not possible to use prediction dampening with MR on, so I’m not using for now because of the extreme shaking with just a tiny head movement.
Thanks @f14billy @lucasrmdm. Is it something you were able to solve before with “over-prediction reduction” in OpenXR Toolkit (without motion reprojection).
I honestly don’t remember if I tested without MR before. I’ve only had the G2 for a few days. I just remembered trying last night and I was pleasantly surprised that the cockpit didn’t shake up and down when I turned MR off. I was expecting it to based on what i read in the forums.
I have read in multiple places that they had to use over prediction reduction of -40 to keep it steady wih MR off so if you made a recent change to it it’s definitely a step in the right direction since it doesn’t seem to be needed anymore.
One issue I have consistently is that with MR on the sim seems to crash when exiting the VR session forcing me to restart the PC when that happens. In windows 11.
@mbucchia Hi Matthieu. Please please PLEASE do not allow these upgrades you’ve done to be lost. I have NEVER seen such smoothness and performance in the G2. It now finally performs how it was always meant to. The combination of your optical flow work and prefer framerate over latency, combined with locking fps through RTSS, has achieved some kind of magic smoothness I never thought possible with MR. To lose it would be extremely sad. If that were to happen I would try anything to prevent any further updates to WMR or the OXR tool just to keep it.
The exiting from VR hang and occasional flickering upon entering VR seems to be tied directly to the prefer framerate setting. If that is active during 2D/VR swapping there are problems. If it is enabled after entering VR and disabled before leaving it, I have not seen any issues. The flicker I have only seen once or twice, and it quickly resolves itself.
The frame pacing issue (which I believe is at the heart of everyone’s general MR problems) is due to the fact that MSFS has no frame pacing. The only fps control it has is vsync, and that only works in 2D. I think MR has a very hard time dealing with the wildly fluctuating unlocked framerates the sim throws at it. Locking fps with RTSS (ideal) or nvidia control panel (at a minimum) allows it to work perfectly. This is a sim problem, not WMR / OXR problem.
The windows 11 positional tracking jitter problem seems to be an OS issue primarily. On windows 10 it was perfect.
Again, please do not let this amazing new work of yours die out. Thank you again for all your efforts.
I had been out of VR for quite a while and instead improving my 2D performance with CPU upgrades and monitor upgrades.
I decided to try VR again and updated the OpenXR tools and OXRTK.
I decided to start from zero. Reset my G2 environment, and left OXRTK disabled at first. No MR. Most VR settings medium to high.
It’s hard to describe, but the frame pacing seems very irregular. I wouldn’t call it traditional stuttering, but almost like frames skipping as I look around the cockpit. If I move very slowly, it’s a little better, but not playable. (I think I have turbo mode on, but would need to verify)
Enable MR at 1/3 rate (so 30 fps I believe), and the MR artifacts are very bad. I’m leaving prefer frame rate over latency off in these tests.
Turn MR off and enable OXRTK with everything default (100% render scale). With basic FPS counter on, I’m at 33 fps, but the frame skipping is still there.
Turn on the prediction reduction to try and smooth out the “skips” and the sim immediately CTD’s when I exit VR to restart the session.
Take off the G2 and mutter to myself that maybe I’ll try more settings some other time, but I’m not going to wait to open the sim again every time I CTD while trying to tune VR…
i5-13600K @ 5.3 GHz, 3600 MT/s DDR4, and AMD RX 6800XT.
Don’t roll back the preview, please.
It allowed for the very first time in my moderately powerful PC (i7-7700K, 4070Ti, Windows 10, Reverb G2) to run MR set at 1/3 (depending on the scenery complexity generating 23 or 30 FPS). In my case the reason for flickering and freeze on exit was HAGS ON. With HAGS OFF all works perfectly with “Prefer frame rate over latency”.
MR enabled in OPXR Tools, not in the toolkit.
MR artifacting is minimal, I use modified propeller textures without the blades, just circles, so not even the MR artifacts in the propeller circle.
Compared to flying without MR, flying with MR enabled is super smooth game changer (with occasional stutter especially when looking to the sides with fast pacing terrain, which is acceptable to me given the relatively old CPU).
I’m on Windows 10, so no issues with Reverb G2 tracking, I can have the prediction dampening off in the toolkit.
An idea: To create cloud based worksheet, to which we could enter the settings we have, to allow catching the pattern of settings and components, which cause the problem.
It can be super easily checked if preview version is the culprit of any issues by simply disabling the preview in the OPXR tools.
I have found over prediction reduction to be amazing as I have an uncontrollable shake in my body due to a disability. This function has meant that I can have a stable vision in a sim for the first time. It has been a bit sad to lose the MR as a result, but I found that Turbo Mode seems to smooth things out quite well. I know it says experimental but it works quite well for me so far.
Hello Matt. The new preview is indeed the best experience we have had so far with MR. Whatever you do, do not roll it back, PLEASE lol There are only a couple variables. For me personally i have to disable optical flow as well as prefer framerate over latency. I don’t know why that is, but both options produce worse results if they are enabled in any combination. Though, to be precise, if i enable optical flow there is very little effect or difference between it being enabled, but i do seem to have more artefacts with it running. For other users both options seem beneficial, so definitely keep the option to toggle between them. Perhaps it’s the OS that produces the differences in impact of these options. There is definitelly a pattern that 4xxx cards have better results with these two options, probably for obvious hardware reasons. All in alll the update was great, i have BARELY any MR artefacts mid flight.
As for “heartbeat” tracking issues, this indeed is a win11 issue. I don’t have it since i went back to win10. However, it’s also the only reason i don’t run win 11 As support for win10 is coming to an end in terms of big updates… if there’s anything you can do about that hypersensitivity in win11 through your work channels, this would be greatly appreciated.
Thank you again for all your work good sir.
Best regards
Edit: Forgot to mention i am using 3080ti
Please don’t roll it back!
Limiting frames to 45 with RTSS has fixed something deep in the bowels that makes MR work fully with MSFS. Without that limit the image (with MR enabled) has tearing, wobbling, seems to break up, it’s like you have 2 or 3 frames from different times and it is especially noticeable when moving your head. It’s not a subtle thing, it’s a dramatic ‘something very wrong’ thing.
Optical Flow and Prefer Frames are a phenomenal improvement on MR, it’s now as smooth and solid as XP11 was on my Rift S.
The headtracking hyper sensitivity only happens on Win11. I’ve been back and forth twice between Win10 & 11. This is reproducible. The heartbeat effect.
I have had one single hang of 20secs when exiting MSFS to desktop from within VR with Prefer Frames enabled. Usually it drops immediately back to cliff house. Note I am exiting to desktop, not ctrl tab back to 2d.
The RTSS 45fps limit is the one single dramatic fix for MR with MSFS and I suspect that without everyone using that you are going to get polar opposite reports of everything else.
Please don’t give up on this update. It is what brought me back to MSFS after a long pause.
The only issue is the flickering bug. When it works, it’s super smooth. Besides, all the new features are optional, right? People who don’t like them don’t have to use them.