Quad Views Foveated Rendering for MSFS 2024

Any idea why it may be crashing on Pimax Matt? I had hoped that the in engine implementation would be headset agnostic but it seems to cause an instant crash for most pimax users

Didnt someone said above it worked with PimaxXR? But not built-in Pimax Play?

Edit: I misread your previous message sorry.

I have no idea then.

I can try installing Fs2024 this weekend and try. Is SU2 Beta open for anyone?

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yes - just join via insider hub

I believe so!
(Also, my OpenXR-Eye-Trackers.log reports the following - even when it’s the only layer active: Upstream layer/runtime reported supportsEyeGazeInteraction, XR_APILAYER_MBUCCHIA_eye_trackers layer will be bypassed)
For further info in case it helps - I’m on the Oculus PTC v76

Hmmm could it be that Meta finally added the proper OpenXR extensions? Shocking, I don’t believe it.

This needs way more digging work, and tbh I am way too busy.

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Hopefully once it’s all sorted out and running, we can get further options to adjust the foveation settings to optimise performance.

This is really exciting with high res headsets like the MeganeX and Super coming. Well done to Asobo for goign the full hog and doing things properly, just a shame it isn’t working with their official VR partner yet lol

Maybe. EyeGaze Interaction Win32 app works without your layer active!

What in the actual.. I did not see this coming. They just rolled it out completely unannounced?? Crazy. But cool, really cool. Hope it works well.

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Tbh these numbers are a little disappointing (that’s as much as VRS used to give us, far from the gains we see in DCS). Wonder if things are getting ultra CPU-bound. Someone needs to look at the detailed performance numbers. Because the support appears to be done internally in the engine, there arent many points to hook (eg: changing settings or measuring overhead).

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I’m hearing reports that it’s almost useless with DLSS, probably because the effective resolution is so low in that case. Is this a normal thing with QV, that the gains are tiny at lower resolutions?

EDIT: Now also hearing reports of good gains even with DLSS, I guess more through testing is needed!

How do I set this up correctly for the pimax crystal, not the crystal light but the original one?. I want to use quad views with eye tracking. How do I have to set that up in pimax play? Do I need the open XR tool kit for eye tracking, or do I have to disable open XR toolkit??

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No idea about pimax play, but definitley disable DFR in OXRTK if you want to use the FS24 DFR.

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I haven’t heard about how “meta doesn’t expose eye trackers”. Is there actually an eye tracker in the quest 3? :eyes:

Was referring to Quest Pro

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I am with HP G2, FS24 Quads works with or without Toolkit and its Foveated Preset Wide-Quality, what is happening is that I have worse performance with the Quads in FS24, and I am in DLSS4 Performance, and also some minor artifacts.

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Just tried out the Quad Views on my Pimax Crystal. Eye tracking does not seem to work, so it falls back to fixed foveated rendering. It’s very difficult to see where the foveated region is, which is pretty impressive, unless you are above water and you have DLSS on (which you will see artifact trails where the foveated region is).

Framerate improvement is fairly minor, about 5-10 fps I would say. It’s enough for me to move from Performance DLSS to Balanced and maintain the same framerate.

Hopefully they still plan on adding more options to quad views as well as getting eye tracking working with Pimax. With eye tracking I would make the foveated rendering more aggressive to try and get as much performance out as I can.

Where is the setting where you can make the foveated rendering more or less aggressive?

There is no such setting

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I actually get best results when I combine MSFS 2024 foveated rendering with openxr toolkit dynamic foveated rendering!