I think it was on a Reddit Pimax/r thread about that latest client version, but I can’t find it now. It was just one line saying that they were aware of a bug and were working on a hotfix.
Has anyone ran into the “mismatched lenses” error… i also cant get eye tracking to work, dont see the dots with a phone camera… i’ve tried everything, reseated both lenses, cleaned contacts etc, this headset is just 2 days old. Even tried this on a fresh windows 11 install.
Based on a message I received from Pimax 2 days ago, they completely changed the (undocumented) API for smart smoothing (not sure if that was in 1.16 or 1.17). As a result, I don’t think it’s possible at all that Smart Smoothing would work correctly in PimaxXR (because with the Pimax API changed, it would need the corresponding changes in PimaxXR…). Maybe with compulsive smoothing enabled, and I’m not even sure of that.
Did you check your lenses if they actually the same type (shape, thickness)? You can consider switching lens recognition to manual in Pimax software.
It would be really informative for all of us, if you could explain in a couple of sentences if there were some changes in Steam software when it comes to support OpenXR titles?
It the past it was either PimaxXR (direct OpenXR runtime) or SteamVR (with lower performance). Is SteamVR offering now some direct OpenXR support? How to enable it? Cons/pros? Compatibility with OpenXR Toolkit? Compatibility with Smart Smoothing? Performance impact? Your recommendation which runtime should be used with MSFS?
SteamVR always supported OpenXR, nothing has changed there.
OpenXR Toolkit always supported SteamVR OpenXR.
Smart Smoothing… has always been iffy, whether with SteamVR, PimaxXR, etc, nothing new there that I know of.
For smart smoothing to work in MSFS with pimax play 1.17 and the latest firmware update in my system I have to enable prefer frame rates over latency otherwise it will not work. I do not get the flashing artifacts anymore however if the frame rate goes under half of the headsets refresh rate SS gets disabled temporarily until the frame rate recovers.
My settings are:
Windows 11. HAGS off
Prefer frame rate over latency on
Compulsive smoothing on
Nvidia control panel.
Prerendered VR frames 4
openXR toolkit turbo mode off.
13700k with a 4090.
I spent many days thinking SS was not working on MSFS until for some reason I decided to set prefer frame rate over latency on and it suddenly started working.
Thank you for those settings. Smart smoothing is now working for me almost as good as on reverb G2. In OpenXR it tells me that 100% of the GPU is available which of course is not the case, does it do that on your system as well? DX12 hasn’t worked properly for me either until now, so that’s nice.
I know. It works great with those settings as long as you can keep the fps above half the refresh rate of the headset. I have it set to 72hz.
The OpenXR usage readings seem to be inaccurate so I just ignore them lol. I trust the MSFS debug mode show fps information better but I have to look at the monitor to see it.
Well okay I have it at 90 hz and 45 fps. I set the 45 fps in RTSS. But maybe I will try the 72 hz and 36 fps and see if it works. Should be able to crank up the quality. Are you using TAA mode or DLSS ?
I tried 72hz a couple of times, but I can’t stand the strobing effect i has. Was really looking forward to the update and be able to lock the fps to 36fps. Pitching up and Down and the horizon just vibrates.
I don’t know if they are glass or poly. It only started after I removed n reinsterted now 6 times to try to get eye tracking working
EDIT: actually now they wont even turn on
I have it with DLSS quality however I up the resolution in the OpenXR toolkit to 4700x5562since the 4090 can handle it. It gives me impressive quality even in the distance.
Some people are more susceptible to the lower refresh rate strobing effect. At 72hz if I really look for it I can see it but after a while I get used to it and don’t notice it anymore. At 60hz in the reverb G2 it was very noticeable but I was able to get used to it after a while too.
I’m now also experimenting with 72Hz and SS enabled. It works. I’m getting used to 72Hz strobing in the highlights.
Prefer FR over latency - ON
Lock to half FR - ON (36 FPS)
7800x3D - 30% load
4090 - 90% load (not the usual 100% which was observed with no FR limiter without SS at ca. 45 FPS)
res. override in OXRT: 4600 x 5443 (supersampling working well with DLSS)
Most settings: Ultra
A2A Comanche at medium complexity payware airport. Bad weather (overcast, rain).
i seemed to have a lot of ground stuttering when i tried 72hz mode… i used the same pimaxxr settings as with 90 with motion smoothing on, but the stuttering was too noticeable.
How are you getting away with TLOD of 300+? i guess in 72 mode only? At 90, i was assuming around 130-140 was the max (4090 + 12900 cpu)
DLSS Quality helps with TLOD. And then supersampling the resolution to 4600 x 5443, to compensate for DLSS.
It works also in 90Hz giving me 35-48 FPS.
There are 2 main scenarios:
- brute force: TAA 100 + undersampling 3500 x xxx
- AI: DLSS Quality + supersampling 4600 x xxx
The 2nd scenario gives me better visual clarity, the 1st one is not utilizing Crystal resolution fully: 4312 x 5102 (native resolution is above the physical panel resolution due to the need to compensate for the lens distortion).
72hz mode with smoothing is pretty cool for experimental purposes, but not ready for prime time IMO. I can see the promise in the utter smoothness that is there much of the time, but the prop strobing, occasional artifact flashing, and pretty regular micro stutters makes running at normal 90Hz mode with avg 44 to 46fps still win out pretty significantly for me.
Prop artifacts can be eliminated by editing the prop circle texture into solid circle, without individual blades visible. Such solid circle is more realistic because the naked eye in real world can’t see any blades when prop rotates (this is why the rotating prop is so dangerous). Only cameras can see the hint of blades due to interference of prop rotational speed and camera shutter.
For some planes the VR-ready prop circles are available at Flightsim.to.