Performance boost in VR using DFR

If you have eye tracking enhanced hmds like the Pimax Crystal OC or SUPER be sure you change the size of the foveated area. The default is too big so the performance is still poor in native resolution.

Go to the USERCFG.OPT

Look for FoveatedRenderingScale value and change it to 2 or 3.000000

This will reduce the dfr area and the performance will improve a lot.

I noticed some artifacts in DLLS and in TAA that I’m trying to eliminate. I get some shadows next to the borders of the objects. Like oversaturated shadows/reflexes. Will try lowering some settings.

I also think that this is not enough to get stable and consistent framerates, so I’m still reducing the FOV with Openxr toolkit’s Onhe Speed mod.
A 5090 is still screaming for mercy when using the Pimax Crystal Super resolutions.

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From what I gather, it also works with FFR for headsets without eye tracking.

Yes, that is correct.

SU3 beta only?

I opted out of the beta, so am curious if this works on the release flighting. I notice the FoveatedRenderingScale is set to 1 by default in my userconfig.opt file. Will try changing it to 2 and see what happens using eye tracking on my Crystal OG.

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I think you can try adding that line to su2 too.

Let us know. I’m using 2.000x and 3 but I’m getting weird artifacts, like shadows in the border of some specific objects like trees and runway or buildings.

OK, I tried it using su2 and it did not seem to make any difference. I set it to 3 and was still getting around 52fps at 2,000 feet in rural areas, using DLSS performance. Tried it with C172 Garmin, Magni gyroplane and Junkers 52.
Win 11 (which I updated to a few days ago), 5800x3D, 4090. TLOD at 200. Note that I am CPU limited using quad views DFR, especially as the latest Pimax Play software uses up a lot of CPU resources.

Maybe it only works on the beta? I certainly didn’t notice any change in the central foveated area size.

Edit: What sort of performance lift did you get?

I guess it only works with SU3 beta and FoveatedRenderingScale should be set to fractional value like 0.3