Quad Views Foveated Rendering for MSFS 2024

By default the sim uses DLSS 310.1 which is DLSS4.

I think no, if you install FS24/20 from fresh or reinstalling it (even the new FS24 Beta I think), it install an older version, then you need swapper it and the nvidia inspector settings or with nvidia app you can force to use DLSS4 also regarding other people, and then yes, and then you notice DLSS4 clearly in the Simulator.

I highly doubt the issue you are mentioning is specific to VR. It’s probably more noticeable in VR because you have a magnifier in front of your face :slight_smile:

Temporal techniques like DLSS are inherently flawed with this sort of graphics. It’s not specific to MSFS.

Doing the masking that you mention wouldn’t be specific to VR. Also it would replace the complaint of “blurry” with the complaint of “pixelated”. There is no winning this one other than not using temporal upscaling, and instead using supersampling (aka increasing your true resolution).

That’s my 2c.

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As answered by MRZoops, MSFS2024 already use DLSS4 (in the public Beta), so you don’t need any swapper anymore.

I think what you are talking about is the transformer model of DLSS, and you can override that by changing the preset in your Nvidia App:

From Nvidia website:
As of January 30th, 2025, the “Latest” model for DLSS Super Resolution has been updated to Transformer "Preset K", a minor refinement to Transformer Preset J, which showcases improved temporal stability, reduced ghosting, and enhanced detail in motion. Let us know what you think!

I’ve tried it (preset K) and it works, though i’ve seen some weird artifacts in the sky with it, this could be why Asobo didn’t make this preset default ? (at least it improved the glass cockpits for me)

Also, it is not related to quad views so let’s not deviate from the topic :sweat_smile:

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(Crystal OG) Does anyone know why i might not be seeing a difference fps wise with su2 beta and foveated turned on in sim? I still use toolkit but i turned it off in the kit. I have tried with and without the openxr pimax control center active vs native openxr in the latest pimax client (or with the older 1.14 client), im using i think one rev behind nvidia driver however (4090,14900k)

Enable advanced performance overlay in OpenXR Toolkit to see if you’re CPU bound. You won’t see any gain unless you have some headroom in your CPU 'cuz Quad Views requires additional computing grunt.

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I haven’t used Advanced Performance view in OpenXR Toolkit. Can you describe what I would see if I am CPU or GPU bound.

Thanks for your help,
Steve

The advanced performance overlay displays the FPS as well as the timings for the CPU and GPU. The one that takes more time per frame (higher number) is the limiting one.

Thanks for the info. I have an OG Crystal. In 2020 I have OXRTK FR and Eye Tracking On (Preset Quality Wide), Turbo On. My reading is FPS 30, RDR CPU 20.6ms, APP GPU 32.6ms. From this I conclude that I am GPU bound. With 30 FPS having a frametime of 33.3ms and the GPU taking 32.6ms the GPU is almost fully utilized.

Correct?

You should use the DisplayFPS from the game itself (Dev Mode ON to display it). Also are you on the SU2 Beta with Foveated Rendering On? (and not the Toolkit).

Weren’t you talking about MSFS 2024? What are your numbers in MSFS 2024?
It does look like you do have some CPU headroom in MSFS 2020, but it doesn’t support Quad Views, so you can only use the VRS-based foveated rendering in OpenXR Toolkit.

Edit: Sorry, I mistook you for bigdaddyPittPA :slight_smile:

I don’t know about everyone else, but the FPS display in Dev mode is useless to me in VR. For some reason, it’s way up in the right hand corner and unreadable.
The only way I can read it is on the monitor, but having to remove the headset for that is a pain :slight_smile:
On the other hand, the overlay in OpenXR Toolkit can be positioned anywhere you like in the “Menu” section.

You don’t need to look into the headset for something that is just a debug information. The information in the ingame displayFPS provides more details. I guess it could be useful if the debug infos of the game were drawn in the world in VR^^

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In 2024 I got the following:

RDR CPU 43.4, APP GPU 41.1 FPS 24 Frametime 41.6. This is with FR On, OG Crystal full resolution, Eye Tracking OFF. If I turn Eye Tracking ON it has a negative impact on performance and really drives the RDR CPU number up. Looks like I found the right settings. My rig is 11900k, 4070ti super, 32gb

Yeah, now that they’ve made the effort of enabling FFR/DFR it’s only logical that they make a VR-compatible version of the FPS/stats display! Need that so badly. Ideally bind it to a hot key.

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This would be really useful when trying to assess impacts of different settings in VR

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Yep I’ve been wanting this since 2020 added VR support. It’s such a typical super-useful but no doubt low-effort feature. So there’s no WAY Asobo would ever develop it :sweat_smile: (mainly because it’s VR)

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Well, I think we have lost the “they don’t care about VR” argument for a short while at least since they introduced quad views.

Obviously there’s a lot more we want to see, but it does demonstrate an active interest in improving the VR experience with VR exclusive engineering time dedicated specifically

Let’s hope it’s the start of a renewed push for VR excellence. MSFS really could be the poster child for the power of VR to transform an experience if it wanted to.

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Sorry but that’s not enough. Caring for VR is making the sim usable in VR like it should. So EFB, mouse, toolbar and overall performance like we had in 2020 is key and that’s way far for now.
Quad views may well be a result of collaboration with pimax and nothing to do with caring about VR…

Well, i don’t see why pimax has anything to do with Quad Views in MSFS since it is a native implementation in the game engine and doesn’t work with their extension, it works for everyone (as stated by MBucchia only two games do that, the other one being Pavlov VR). So i think we can definitely say they’ve put efforts into VR dev…

Though I Agree that the experience is not great. And performance was not good at all, but the problem relies also without VR as well, not VR specific then. And i don’t know for you but this SU2 provides a lot of things VR specific that are welcome even if this should have been done for the release (bugs and EFB, not quad views which is a surprise to me).

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