Quest 3 and MSFS - please make reports here

Hi all,

Just mounted a new system and acquired a Quest 3. I’m satisfied with the perfornance in 2D, and somehow the Quest 3 feels smooth BUT I do experience some kind of small “shaking” from the image unless I remain perfectly still. Has anyone experienced that?

My config:
Quest 3 wired via USB-C
AMD Ryzen 7950X3D
ASUS TUF Gaming GeForce RTX 4090 OC Edition
Crucial Pro RAM DDR5 48GB Kit (2x24GB) 6000MHz

Occulus App:
90hz and setting to max at 1.4
ASW Deactivated
Encode Bitrate: 500mbps
Link Sharpening: Enabled

Nvidia
Sync V deactivated
Anisotropic filter: 16x
Texture filtering - LOD negative distortion: fixed
Texture filtering - sampling optimization: activated
Texture filtering - quality: high
Texture filtering - trilinear optimisation: high

MSFS
TAA
Render Scaling: 140
AMD Fidelity FX Sharpening: 140
Retroprojection mode: off
NVIDIA Reflexlow latency: on
Settings Ultra

Thanks!

A couple of points you could check I think:

  1. Why 140 render scale? That is putting a LOT of extra pressure on your GPU with TAA! Try just 100%.
  2. I don’t think any system can handle Ultra everything in VR. And honestly there is so little difference that you would not even notice most things being much lower or even off for some things like contact shadows, some reflections etc. The only things I have on Ultra is Terrain pre-caching (I think, not on PC to check now).
  3. Try putting Texture resolution to High (and match that in the PC Graphics side settings) and other things on Medium.
  4. What are your LOD’s at? Try like 100 on each.
  5. Finally, I would say it’s worth trying DLSS on Balanced setting just to see if it solves the jumping. Yeah it won’t look as sharp but it would be a good step to see if it solves the issue then we can go from there.
  6. You didn’t say if you are using DX11 or 12?

EDIT: 90Hz and ASW off means you are demanding 90fps (so really 180fps for 2 eyes) from your machine. There is no way that is going to happen, especially with all your other settings. I think you are just expecting way too much here and you need to compromise somewhere.

Try ASW on. Virtual Desktop has a new version coming soon where their version (SSW) is apparently improved. I am only targeting 72Hz (=fps) with SSW so only need 36 stable fps from the sim to make it smooth and it struggles even with that in some scenarios. It’s a balancing act for sure but honestly a smooth experience massively trumps graphical detail and faster frame rate in VR. You only need 72fps for it to feel good. I can just about get 80 with SSW but I still prefer to run 72 to give the CPU more headroom for traffic, utilities, heavier scenery and multiplayer aircraft rendering. It still hitches sometimes but I think your jumping is just that the fps can’t keep up with your head movement etc.

4 Likes

Thanks!

  1. Yeah I played with the Ultra / High settings and obviously it does change above heavy cities (Barcelona / Paris)
  2. I couldn’t make my mind between TAA / DLSS various settings. The only thing is text in the cockpit is much more readible with TAA, hence I’ll try to stick with TAA 100
  3. Not sure about DX? There is no such setting in VR panel, but in the PC panel I’m on DX12. What would be recommended here?
  4. I set back Oculus to 80hz, and put ASW enabled forced 45hz. Now I’m not sure this makes a difference
  5. The main thing is FSTL when running in the background (obviously…). But it does make a huge difference when sitting in Orly in the ATR. I’ll need to investigate that part…

Thanks!

No worries, happy to try and help or at least give another angle to approach it from. There are so many settings and 10 people will have 10 different ways to set it so in the end you have to find your own way and what you are happy with. So this is by no means set in stone - just my experience and probably mine is not really optimally set up in many ways either.

Anyway:

  1. Yeah true but the thing I found is that going from loads of things on Ultra to most things turned way way down, I really could not tell you the latter looked any worse. It just must help to give heavier scenarios some breathing room, so I’m more than happy to err on the side of low rather than pushing everything too much. Can’t be too greedy basically.

  2. I too keep flipping between them. Trying to make TAA work for same reason you mentioned. It’s doable but for sure DLSS is easier on the system overall. I need to try OXRTK with TAA again soon (use the Foveated Rendering to reduce the overall GPU usage etc). That’s my next trick hehe.

  3. Basically DX12 works the GPU more (especially in efficient usage of VRAM), DX11 pushes the CPU more. So it comes down to if you were already CPU (Main Thread) Limited which is usually the case, then DX12 is better to free up the processor. If your system has a relatively older GPU then it could make sense to use DX11. As well, DX12 still has some bugs and can CTD when coming out of Developer Mode. DX11 is more stable. I use 12 though as I think it’s smoother overall and my CPU is always the weak link (even having a 7950X3D!).

  4. I think you should only set the frame rate target/lock to HALF the Hz rate with any of the interpolation types of thing (SSW / ASW / MR). That’s kind of the point of them that they fill in frames between so having 80/45 doesn’t make sense (as I understand it). I found using Riva Tuner SS by far the best for me to maintain the actual FPS I want.

  5. You should probably limit the amount of injected traffic. Traffic is still a huge thorn in the side of performance. I hope they can make this better in 2024, or BeyondATC will come to the rescue to move that process of calculating traffic to an external thing which I think would really free up the MainThread!

Good luck with things. I know it can be frustrating!

Cheers, I’ll report back once I find my Holy Quest Graal…

1 Like

dears, how do you setup your quest 3 controllers ? maybe anyone could post the settings
have quest 3 new as my reverb g2 broke down
so far so good smooth picture wtih TAA and DX11.
cable USB-c connection. my wlan isnt good enough, respnse time is way too high.

many thanks.

Hi guys, and Quest 3 experts ;),

during my beta testing I used a high supersampling.
General question: is there a supersampling limit on the Quest 3 (without taking fps into account), using a high supersampling without a visible clarity/graphic effect?
I’m not sure, tried different settings without a better visible clarity (maybe I need glasses :)) )

Current well testing environment: 7800X3D OC, 7800XT OC, FSR2 Performance, OTK resolution override 3579x3916, locked 40 fps

WhatsApp Bild 2024-03-03 um 12.26.52_78e64595

Thanks, Ron

OK I continued to play with settings with my limited knowledge. I’ve got various experiences and continue to test to get more datapoints, but:

  1. The main game changer is locking FPS (as said in other threads). For that I’m using Nvidia Control Panel parameter to max FPS to 45. Next to that Oculus App is set to 90hz (ASW enabled). You need to find a way to manage your FPS with TLOD settings

  2. TAA enabled at 100, most other settings at Ultra (until I manage to increase FPS playing with this only)

I use OpenXR toolkit FPS indicator to monitor the behaviour. Yesterday was perfect, with constant 45fps in a bush flight. Today was less successful (regular flight with FSTL/GSX/Navigraph in LEBL then same bush flight) as I got some FPS down to 30/35 from time to time (and 23fps while sitting in the airport). OpenXR telling me the CPU was the constraint.

Need to continue, hope this can help others!

Cheers

2 Likes

I also have a highend PC with a Q3 and QPro. Maybe look at what settings I’m using with Link and Air Link.

Cheers.

:ring_buoy: Alright, so I have fallen back into the “trying settings out” whirlpool :tornado: and need some help! :rofl:

I have decided to go all-in on getting TAA to behave globally (by that I mean, one set of settings I can leave and it will be fine even in New York with traffic, or flying fast and low in a jet in a group flight). I don’t care about higher than 100 TLOD so that is staying there (for now) and 72fps with interpolation (SSW) is fine for me. Running RTX4080 and AMD 7950X3D.

I have gone back to using OXRTK (with VD as the streamer) to try and relieve some pressure off the GPU by using Foveated rendering (50% at half and 66% at 1/4. FOV down to 78%). With my new “comfortable!” AMVR leather facial frame I don’t see any extra black border with that %, so that is fine too.

I noticed that if I set the resolution and other in-game options so that the GPU is always pretty much at 100% Usage (around 80-85% VRAM) it’s actually SMOOTHER than if I adjust things to around 80% Usage and 75% VRAM (that area). I guess this is because when it’s at 100%, in the eyes of MSFS I am GPU Limited, so less prone to CPU stutters. Even at 100% I am still maintaining 36fps flat (locked at 36 with RTSS and using SSW in VD with 72Hz, Ultra Quality – not Godlike).

It looks great, really sharp compared to Quality DLSS so I am just trying to optimise this now… as
I still get some hitches which brings me to my HELP QUESTION :ring_buoy: :slight_smile:

Can anyone give a real IDIOT’S GUIDE ( :arrow_backward: “me” ) to how the various resolutions and “sharpenings” work with each other. I am really not sure what is best for taking strain off the GPU whilst maintaining the best end result.

  1. I think CAS in OXRTK looks best. NIS looked very scratchy. Not sure about FSR. But maybe I did not set up properly for those (see point 4). Any thoughts? Are any of those 3 options in TK necessary?

  2. I am using Sharpening in VD AND CAS has it’s own. Are they impacting performance? Or fighting each other? Where is it best to sharpen or does it not make a difference?

  3. I set the Resolution in OXRTX to something like 2500. How does CAS relate to this? I can make it higher (approx 3000) and still have 100% usage and no less fluid (in scenarios I have checked so far at least, for what THAT is worth with this sim lol) but still with those hitches.

  4. I read somewhere that you can do something at DOUBLE the native resolution ( 2,064 x 2,208 pixels per eye, right?), then scale it down for headset, and it has almost ZERO impact on GPU Usage as the Nvidia cards have that scaling functionality built-in and running separate from the Cuda cores that do all the 3D rendering tasks? Can’t remember where I read it (another topic on this forum, I think from @PacyFire :slight_smile: ), or what I need to do to configure it that way (if that is even a thing)?

  5. So could I set OXRTK to 4128x4416 and scale down (if so, how), or will that totally kill fps and exceed my VRAM?

  6. VD also has Upscaling (Snapdragon tick box). Is that conflicting any of the other ways of doing it? Totally don’t understand the “chain” here of how it’s all processed.

I am pretty lost, and feel like tweaking a few pixels here and there are not getting me anywhere substantial. I need to make a bigger change and let the software and hardware work it’s magic, but not sure what I need to do where with all these layers of settings! :smiley:

My current in-game settings:

This seems to be stable 36fps (so 72 in headset) anywhere I tested so far - countryside, dense forest, heavy photogrammetry, but turning fast sometimes makes a hitch


PC side:


Thanks all! :heart:

3 Likes

I’ll run a few tests on the options you describe tomorrow.

I feel exactly that. Is it really worth tweaking (and then maintaining) few parameters in 5 différent applications, at the risk of loosing direction of what we are doing? I’m still exploring but hopefully will find a good balance minimizing the number of apps/parameters at stake. Also think that any SU may throw you back on the same path, so simplicity would be a good goal to achieve alongside FPS stability

2 Likes

Ya, simpler is always better. Adding a lot of addons/mods/hacks will end up biting you in the long run, and maybe just masking other issues imho.

A couple of programs have recently popped up that can dynamically change TLOD based on your target framerate. Have a search for Smooth Flight and see what you think. Recently been showcased by a Flight Sim Youtuber too so you can see it beforehand.

Please be careful using mods that may, in this case, effect your msfs memory allocation. I’d take a lot of so-called game-changing advice from YouTubers like the fllight sim guy with a very large pinch of salt, lol!

Thanks, noted. Are we talking crashes/slowdown if there is an issue with memory allocation? Are you able elaborate on the cause and effect at all?

I’ve not run into any adverse effects so far but maybe I have enough available memory to not run into any issues.

I don’t do long haul flights but have been spending time in bush trips and landing challenges. Suspect problems may arise in longer play sessions.

I guess you’ll find out yourself mate. I got this warning recently from a msfs mod.

After my absolut fantastic SU beta testing flights 2day I made the quick update on the Quest Link update V63 and a short flight through/over the alps…in 120 hz.
Holy shiXX, what such a immersion increase. What fun. I’m speachless :partying_face:

Can you elaborate on how the switch to 120Hz increased immersion?

Yep, good question about 120Hz. I would have to assume that half-frame locked at 60Hz (or 1/3 locked at 40??) is very smooth. I would want to know whether ASW/VD-SSW was enabled.

Interesting question. Can Quest 3 + VD do 1/3 lock? 1/4 lock? WMR could, but I never heard about this in VD / Quest 3 in general…