Hello everyone. Relatively new here. I have been messing with flight simulator for some time now with the quest 2 and I’m super frustrated.
My specs are a
5600X
b550 mother board
32 gb ram
3070 card
quest 2
I am using a link cable
I have messed with the oculus tray tool, open xr tool kit and changed the refresh rates on the quest software more times then i can count.
I cannot get any consistency. As an example yesterday i spent all day tweaking with the settings i always fly in the same place with same weather and time just to be consistent. Yesterday it was dialed in very smooth and looking good.
Today it looks like ■■■■ and jittery. I literary did not turn the computer off or chance any settings. Is anyone else having these issues? Is it quest 2 related?
Have you tried beta channel on Oculus app? Give it a go if not. I would also suggest you to check different graphic drivers. I have a very similar system but with a 3090ti, so i believe you should get a decent consistent experience. You should also try a fresh windows install if nothing works, or a win 11 update perhaps.
I’ve had similar experiences in the past. My guess is that OTT is the culprit. Especially SS and FOV are finicky and should be set at the right time. OTT drops the ball here sometimes.
Completely exit OTT. With the headset on, cable attached, Oculus app running and therefore with a link established (but not yet activated), open the Oculus Debug Tool and make all your settings. Some are remembered from last time, some aren’t. Make sure to properly enter the values you set by placing the cursor in another field afterwards. FOV and SS absolutely need to be set BEFORE you activate the link and open the Oculus Dashboard in the headset. And leave ODT running.
Only now start MSFS. It will now properly register the super-sampled render scale. When you’re up and running, check if ASW is working as you have set it by switching on the performance overlay. If it isn’t, you can still change this on-the-fly in ODT (unlike SS and FOV).
If you use 1/3 or 1/5 of the refresh rate for ASW, which you could set in OTT, this is not possible in ODT. In that case use the command line utility oculusdebugtoolcli.exe (same folder as ODT). Enter “help” for more info.
Now you should get a much more consistent performance.
I hope it helps. Good luck!
I made a BAT file that I just click on a Desktop shortcut once I have loaded the Oculus PC app. Here is an example:
ECHO ON
echo server:asw.Clock45 >> “TEMP.txt”
echo perfhud set-mode 0 >> “TEMP.txt”
echo service set-pixels-per-display-pixel-override 1.6 >> “TEMP.txt”
echo service set-client-fov-tan-angle-multiplier 0.75 0.75 >> “TEMP.txt”
echo service enable-adaptive-gpu-perf-scale off >> “TEMP.txt”
echo exit >> “TEMP.txt”
call “C:\Program Files\Oculus\Support\oculus-diagnostics\OculusDebugToolCLI.exe” -f “%~dp0\TEMP.txt”
del “TEMP.txt”
EXIT
//Notes:
//
//For Clarity MAX, set Base Res at 72Hz,5408x2736, Encoder res = 3648, Bitrate=200,Sharpen=1
//
//Clock30 actually means one-third of 90 (=30) but if the HMD is set to 72fps, then the result is 24Hz ASW
// ASW options are 45,30,and 18 ( Why not one-fourth = 22.5)
//perfhud set-mode 1 shows Performance (1->7) and reset removes it
//layerhud set-mode 1 shows Pixel Density and FOV and reset removes it
//For more settings, startup OculusDebugToolCLI.exe and try the various help options
NOTE: I still have to use ODT to set the encoder width, sharpen, and bitrate just once. I bring up ODT just to check.
yes that’s it, and 500 is fine for me when i use the cable, but i sometimes use wireless and forget i have it at 500 and the link is bad, but i guess that doesn’t apply to you as you use the cable at 500. you could try lowering it when you have your issue, see what happens. when i use wireless i set it at 200.
The above poster is correct. When you launch OTT you need to change and revert a setting (I hit save too) in order to wake it up. When it kicks in it is a very good thing. I have ASW off and I found that setting both FOV multipliers to .72 really helps in getting a nice smooth framerate. The Quest 2 really surprised me. I love it and rarely fly anything but VR.
I’m trying to understand the difference from setting up the quest 2 in the oculus software, at lets say 90 hz at and 1.3 and then going in to oculus debug tool adding 1.2 pixel per display override, vs just maxing out the 90 hz all the way to the right in the oculus software.
What is the difference between refresh rate maxed out vs having it lower and adding to the pixel per display override in the oculus debug tool.
I agree - it is confusing with 3 or 4 resolution settings plus the OXRTK, MSFS, and other percentage multipliers - and for Quest2, the encode width and bitrate. Frankly, I just experiment until I am happy. I think maybe the one individual that could answer all that is mbucchia who developed OXRTK, but he is very busy developing new features. The one number that I believe in is the VR resolution shown (now with TAA being chosen) in MSFS that controls a lot of the GPU performance and clarity. With a RTX2070, I had to leave that at about 1800x1800, but with a 3080ti, I can set it at 2800x2800 and get the 36FPS/MR fluid performance plus great clarity.
First of all, what is maxed out is the resolution, not the refresh rate. There is only one “real” resolution setting, which is the one in the Oculus app and you should almost always max that out, unless you have a really old system. It definitely doesn’t make any sense to lower this and then use super-sampling (SS, the pixel per display override).
So with this maxed out the display gets rendered at 5408 x 2736. This is always going to be your “display resolution”, no matter what settings you use anywhere else.
Generally, if you need to lower the draw on your GPU, lower the MSFS render scale (50%-100%). If you have GPU headroom, use SS. Neither of these 2 options actually decreases or increases your display resolution, only the render resolution, but the former makes the image more blurry and the latter makes it sharper.
You can also do both. For sharper scenery and a more blurry cockpit, lower render scale AND increase SS. For sharper instruments, don’t reduce render scale at all (nor use DLSS or OXRTK FSR).
There’s no one-size-fits all optimal setting. I did a lot of tests on the Manhattan discovery flight, and the following 4 settings all had the GPU frame times in the green (barely):
DLSS Performance with SS 1.35
DLSS Balanced with SS 1.25
DLSS Quality with SS 1.15
TAA 85% with SS 0
I decided to use the Balanced option because it allows me to switch to either Performance or Quality on the fly in different circumstances. And I chose DLSS over TAA because sharp scenery is more important to me than sharp instruments. I have a 3060i so I have to make certain compromises somewhere but this is a good balance for me.
If i go anything over 1.2 with SS with the oculus try tool I get massive stuttering. This is regardless on 72, 80, 90 or 120 hz with the resolution at 5408X2736. I have to keep the SS at either 1.1 or 0. This is will DLSS on. If i go to TAA it even worse. This is when I am flying GA at relatively low altitude. Do touch and goes and that kinda stuff. I have also been using New York as my test bed as I fugure that if i can get it playing well there i should be good almost everywhere else.
Searbreak225638 how are you changig the resolution from 1800X1800 to 2800X2800. In the oculus software or in the open xr tool kit?
New York, New York! If you can make it there, you can make it anywhere.
I wanted to make a separate post but don’t have much time, so here’s my tip: try 120 Hz and fix FPS at 24 Hz, so at 1/5 of the refresh rate. In the oculus command line tool you have to enter:
server: ASW.Clock18
Of all the different combinations I tried, with or without ASW, this is the smoothest, even smoother than 72 Hz divided by 3 at the same 24 FPS. There’s less wobbling at 120 Hz. It’s a bit counter-intuitive to use such a high refresh rate and such high reprojection but for some reason it really works for me.