OpenXR Tools for Windows Mixed Reality update in the store (4/14)

Hi mbucchia, Im happy to help

As I understand, I will start 1 trace with TLOD 100 (bad MR) for 30 sec, then stop tracing.

Then I change Tlod to 250 (same flight), start a new second trace with TLOD 250 (good MR) for 30 sec and stop.

Once I got the 2 files, how I send them to you??

my G2 is just too blurry to use. Is there a setting for that. I tried sharpness but it did not seem to do anything.

up the render scale in OpenXR tools for WMR(from MS store) but this hurts FPS (150% for mid spec, 200% for high spec)

Thats right. Make sure in the headset that the good/bad result is achieved before recording. Thanks!!

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@mbucchia Also glad to help. Will try to capture some traces tomorrow.

Hi mbucchia

I just sent you a private message, if its better to copy it here, just tell me.

Thank you!

Any tips to get this low? The best Iā€™ve been able to do is 14ms.

I have pretty much all settings on low and I picked a pretty desert area.

I think Flight Sim 95 looked better than what I see now :smiley:

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re: RTSS:

Absolutely 0 difference for me. I had both MR locked at 30 and RTSS at 30 and it make no difference in terms of tearing if I move my head very fast.

That is because the wait introduced by RTSS is somewhere in the OpenXR frame. So it adds up.

Actually it would be interesting to see where MSFS does the 2D vs VR frame submit. Iā€™d expect a good app to do VR first then 2D second. The fact that you see increased CPU frame times would indicate the opposite, which means more opportunities for missing VR frame latching deadlines.

EDIT: Wow since I added this RTSS thing, itā€™s one CTD after the other. Didnā€™t have them beforeā€¦ MR/no MR doesnā€™t matter.

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Oh what CPU do you have?? omg I remember FS95ā€¦actually I started with FS2 monochrome monitor :grinning:

With my quite old Intel 8700k Oc to 4,8 , once Im flying its easy to be between 11ā€¦12ms in a non photometric area.
I think that for people here with better CPUs may be easy to be lower than 13ā€¦but difficult to be lower than 9 (for perfect MR)

Try to set all kind of traffic to OFF, AI planes, carsā€¦airport vehicles etc.

And also the most impact on CPU is the TLODā€¦you can go down by steps of 20ā€¦like 100ā€¦80ā€¦60.

If you have been always over 14msā€¦probably thats the reason you never saw it?

In my case, and with 45fps locked, I can be in a photometric area (cpu intensive) with 120 Tlodā€¦then when I pass that area and get a higher altitude suddenly it ā€œbreaksā€ and I just go to options, change Tlod to 200 or more (depending how desert is the next area) and everything is smooth again. So, depending where Im flying Im changing the Tlod

For me RTSS doesnā€™t affect tearing at all either. It does however, smooth out the frame rate if I look out the side window. without it, the scenery stalls and then catches up occasionally. With RTSS this no longer happens, it seems to move by at a constant rate with no hitches.

Sorry to hear you havenā€™t had any benefits with RTSS, they were significant for me. However, i should suspect it has to do with the added cputime which is now always above 13. If what we talked about yesterday is true, that cputime should stay above 13 or below 9-10, this would explain it. Also, and iā€™m guessing here, it could be a user will see more MR artefacts if he gets cpu limited. Itā€™s impossible to know for sure without knowing what exactly is happening in that ā€œblack holeā€ between 9-13ms. I donā€™t have nearly enough technical knowledge to begin to understand it, but it does explain things. As for CTDS, thatā€™s really curious, i havenā€™t had a single one.

I did that and got down to 11-12ms. Still no difference in artifacting.

Hmmm could it be individual system related??

I understand you were doing MR at 30fps? I run it at 45 MR, but I just tested it at 30 MR and I can reproduce it in my system. Its more noteceable when panning my view froms side to side around the cockpit when flying, once cpu is lower than 13ms, inside cockpit windows vertical frames get a more exagerated double image, at 30 there is always this effect, but under 13ms its more exagerated and also vertical lines in cockpit screens also have a more ā€œwobbleā€ effect.

But as Im doing 45 MR, its amazing because it really feels like 90fps with very very few artifacts , the cockpit windows vertical frames ā€œdoublingā€ effect totally dissapears, so once it ā€œbreaksā€, I can see instantly this ā€œdoubling effectā€, artifacts on screens etc. Its like going from smooth 90FPS to classic old 30 MR

If you could try 45 MR (locked via toolkit) lowering resolution and using hard DLSS if neededā€¦perhaps you can see it more clear?

I already have the 2 tracing files you requested, sent you a DM, but I dont know how to send them to youā€¦

Thanks for your time!

I had been using RTSS with the global setting and had no issues.

I added an entry specifically for flight simulator, and is was CTD galore. I deleted the flightsimulator.exe entry, and went back to global and no more CTDs.

This describes exactly my battle with scenery stutters. Curious. RTSS didnā€™t do it for me though. I still have occasional small scenery stutters. Though it definitely works, I see the FPS snap if I use the MSFS FPS counter and unlock MR. Can you elaborate on your settings, including OXRTK and RTSS, TAA/DLSS?

Sure, but there is honestly just one setting that seems to affect the snapping the most - TLOD. I have mine set to 100 now, I dont like it because scenery ā€œpops inā€ while Iā€™m flying, but that one setting has the single biggest influence on whether I see scenery snapping or not.

Hardware: 13900k/3090/32GB/Win 11
OXRTK, everything default at the moment while I work out other thingsā€¦
OXDT, 150%, 1/3 frame rate, optical flow enabled, prefer framerate
MSFS, DX12, DLSS Performance
RTSS framerate limit set to 30
HAGS on, game bar off
NvidiaCP, mostly defaults or application controlled. VR prerendered frames is 3, prefer max performance, Negative LOD is clamp, texture filtering quality is set to performance

But honestly it all comes back to TLOD for me at the moment. 100 works for areas with lots of stuff (NYC), but I can crank it up to pretty much anything I want when flying in rural areas. Everything else is ULTRA/HIGH.

Thanks for sharing this Nick @FlyWithNick8888 and for investing the time to figure it out. Iā€™m having great success with 180% Open XR Runtime and 2.0 VR Sharpness. Looks fantastic!

Fascinating thread this making things much easier in the sim.

Iā€™m finding using Rivatuner to work best in my rig, but only when maximised. When ever I minimise it it seems stop functioning.

Setting MR using the new toolkit doesnā€™t seem to hold the FPS even for 1/3 setting, and thatā€™s on a 4090 5800x3d rig

Is this in DX11 or DX12?

The Graphic Device Error has been plaguing me since my new ITX build 5800X3D 4090 32GB Ram and complete win11 reinstall, clean MSFS 2020 and only portal for HP Reverb G2 and Tools for WMR set to 200% and 1/2. DX12 constant CTD with and without Error notice of Graphic Device. Switching to DX11 it was totally stable. No Errors. Added toolkit and use it for MR 45fps and Mask, FFR Quality Wide. RTSS is set at 45 on MSFS exe profile. Not on global. Iā€™m on 531.29 Nvidia driver. Good to go.

My Brother on 7900X3D, same 4090, 32GB Ram, Reverb G2 VR, was on DX12, toolkit for MR 45-30fps Mask off, FFR Quality wide, sunglasses light, tools for WMR 200-400%, RTSS 45FPS on MSFS.exe, 531.29 Nvidia driver and heā€™s totally stable. He switched to DX11 and immediately got the Graphic Device Error and CTD.
we both have HAGS on and Gamebar ON. 7900X3D requires DX12 for gamebar and core assigment. My 5800X3D doesnā€™t use any of that. So strange that DX 11 vs DX12 depending on the CPU can have such an impact.