Reminder: this is how WMR OpenXR updates work

Thanks, I understand that the issue you are seeing is with the update. My question to you was not very clear: I did not mean for you to check for NVCP changes you have made since the good/bad behavior. I was asking for any NVCP setting that is not default. Regadless of the WMR update.

Not everyone is seeing the issue that you are seeing, nobody in my team can reproduce the issue, so we need to figure out what is causing it. So I am asking you to try with as default as possible settings, and that includes no mods, no OpenXR Toolkit, no process affinity etc.

EDIT: At this point in time, given the latest comment from Ramasurinen, I am only counting you and ExeRay (and possible another user TailGunner68 on another thread) as reporting issues with the update (but please anyone, make yourself known otherwise). So we need to absolutely figure out what is different in your setup/usage.

Thanks, but I am now more confused than ever :slight_smile:

What is the issue that you are currently seeing with 112, and that you did not have with 111?

This can be useful to investigate the slight frame locking stutter, but please first answer my question above :slight_smile: because right now I am not sure what I am looking to solve :slight_smile:

Sorry for the confusion Matt! For myself after the initial release of 112 there was the severe stuttering and image warping, but after your very quick update to 112 (thank you!) all of the warping and most of the stuttering went away. The last bit of stuttering went away on its own somehow (not entirely sure how, maybe shader cache cleaning) and now for me 111 and 112 are nearly identical in performance. The OXR toolkit display window still judders like crazy with MR in 112 (it was smooth on 111), but the actual sim performance is basically the same between them now.

Thanks!

OK thanks for confirming.

I’m finally having time to look into the OpenXR Toolkit issue and while it’s definitely an issue, it only has to do with overlay (quad layers is the technical term), and that issue does not affect the game’s VR images (projection layers).

Sorry, I misunderstood your question. My MSFS is on a separate boot/drive so I can’t check it right now, but as far as I recall I have something like this:
Low Latency Mode – Ultra (or maybe disabled)
Max Frame Rate – Off (not limited)
Power management mode – Prefer maximum performance
Texture filtering Negative LOD bias – Clamp
Texture filtering Quality – Quality
Threaded optimization – On
Vertical sync – Off (I think, may be Fast, not sure)
Virtual Reality pre-rendered frames – 1

I can check later for precise settings. Anything specific you advise to set a certain way?

OK, I will test as soon as I can and report. I can reset NVCP testing to default and start without side apps running and any affinity or any mods.

EDIT: For me, unfortunately there is definitely an issue - not just the menu stutter, everything is less fluid (not as much as the menu) especially close objects (and I saw somebody describe this with the yoke for example), and MR artifacts are huge now, where they were almost not present at 30FPS before. But it’s not exactly the performance as such, as it stays the same FPS as before - mostly locked at 30, occasionally dropping to 22.5.

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@mbucchia I launched the MSFS with clean boot, no other software running but WMR, no CPU affinity - reproduced both OpenXR Toolkit overlay stuttering and wobbly MR artifacts and general slight jitternes, just as before. The overlay FPS counter is also jittery, not just the menu. The counter is showing 30.0 FPS, 18% CPU Overhead, app CPU 11600+, app GPU 30200 (+/-300), VRAM 6.3Gb 69%

OpenXR Toolkit log:
XR_APILAYER_NOVENDOR_toolkit.txt (6.9 KB)

I quit MSFS, unchecked ā€œuse latest preview runtimeā€ then did a clean reboot. Same flight - everything is amazing! Very smooth, no jitter of the overlay, no MR artifacts in normal movements, until I really shake my head so fast I get dizzy. Disabling latest runtime fixes it! The counter was showing similar numbers as before: 30.0 FPS, 18% CPU overhead, appCPU ~12300, appGPU ~30200, VRAM 6.5Gb 70%.

Log for the ā€œgoodā€ session:

XR_APILAYER_NOVENDOR_toolkit_good.txt (6.7 KB)

I did 2 reboots with the old runtime - both were totally smooth. I was loading the same flight (preciously saved) so the same weather and everything - PMDG 737 stainding on JFK Runway facing Manhattan - a really heavy and dense area, the setup I use for all testing.

My NVCP Settings are as follows. Is there anything you advise to change? Even unrelated to this bug?



I advise you to try without OpenXR Toolkit to remove variables.

For NVCP best would be to default it all, but maybe start with the bottom ones because Vsync and Pre-rendered frames do not sound good for VR.

I’ll try but have to go to bed now. I updated my post above - disabling latest runtime definitely fixes it. I included both logs.

Update 112 is working great for me: Motion Reprojection & Task Manager - What's the link? - #44 by HyperJet2018

OK, I’m so dizzy from all the testing :face_vomiting:
It’s very difficult to test conclusively, because when I disabled OpenXR Toolkit my high-end system can’t maintain even 22.5 FPS on TAA 100% OXR 100%. I had to reduce OXR (dev tool) scaling to 70% to maintain 30FPS mostly, with occasional jumps to 22.5 (similar as I get with OpenXR Toolkit), but it’s not exactly apples to apples comparison.

  1. Resetting NVCP to default settings (I only left ā€œprefer maximum performanceā€ as throttling GPU to save power is definitely a bad idea) didn’t affect anything, with ot without OpenXR Toolkit.

  2. When MSFS is maintaining steady 30FPS the new runtime is definitely feels less smooth. It’s not a huge difference, and I’m sick from the testing now, but I generally get more small stutter and more MR artifacts. It feels less stable. And I’m 100% sure the new runtime is not better or smoother than the old one, that I can say for certain. When I change to old runtime - it’s smoother with less MR artifacts. The difference is apparent on cockpit window frame and closer objects. It does seem less of a difference than I initially observed, that’s why some people may say it’s better now, or some may not notice behind the ā€œnormalā€ MSFS stuttering and juddering (because it’s never perfect, it’s always a compromise). But my subjective opinion is that the difference is still there. Some people are less sensitive to flicker, I’m quite sensitive, for example I can’t stand 60Hz refresh rate and can’t even understand how people can live with it, my head is swimming when I try. Maybe not everydoby is noticing the degradation?

  3. When enabling OpenXR Toolkit the difference in its menu/OSD is immediately apparent - the overlay stutters very badly. It feels like it’s at 14FPS whyle the sim is at 30. But when not showing the overlay I didn’t notice much difference by enabling or disabling OpenXR Toolkit. The old runtime is always smoother with less MR artifacts, the new is less smooth with more MR artifacts. But because scaling has to be adjusted between enabling and disabling it, it’s difficult to ensure a proper comparison. CPU overhead may be different etc.

One thing is very conclusive - direct comparison clearly shows just how GREAT OpenXR Toolkit is. I had to go to 70% OXR dev tool scaling to approach the similar FPS that I have with 85% FSR + FFR Quality in OpenXR Toolkit, and OXRT is still more stable maintaining 30FPS and the visuals are so much better and sharper, there’s no comparison. OpenXR Toolkit rules!

I don’t know what else to try. I can run with the old runtime, but it will eventually be replaced, when there’s another preview, and I’lll be out of options. Just in case, it shows version 112.2209.2003.0

my experience is 100% identical to yours. Also went through the exact same process as you. I literally tried every variable i could think of (even Bios settings), untl i got tired and fed up after hours upon hours of testing and tinkering. I7-9700k, rtx 3080ti, G2. SU10b

I’m on SU9, and Ryzen 5900X, RTX3080. So it’s not the sim version either… Are you using OpenXR Tools?

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I suppose you meant Toolkit. Yes, i am. Same symptoms with the overlay

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One of the 3 users who was reporting the issue with the latest runtime sent me a trace like I asked, and the trace looked pretty normal.

That same user ended up reinstalling the game and now their issue is gone… Not sure what to make of this observation, except that the clean trace + reinstalling ā€œmakes it workā€ is pointing in a direction other than the new runtime. Nonetheless we are continuing to look into the changes that were made.

One suggestion to try if anybody is experiencing this issue (but has not made themselves known): try clearing your shader cache and see if that helps: Clear NVIDIA Cache Files - ComputerSluggish.

The issue with the OpenXR Toolkit menu/overlay being laggy is known and being worked on, however the issue was identified to only affect so-called ā€œhead-locked contentā€, and it does not affect game scenery and even in-game menu. Just overlays that are meant to follow the user’s head, which to my knowledge, only OpenXR Toolkit does today.

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To be clear, I didn’t even reinstall the sim. Here’s what I did: after I did both traces (new and old runtime) on SU9, where I saw that problem, I found out that after rolling back from SU10 beta to SU9 I have lost Profile and Option screens (apparently a common occurence) which could only be cured by a full redownload (133Gb!) and reinstall. So instead I re-enabled the SU10 beta to get those back, which is only a small update download, and also cleaned shader cache just in case, via Disk Cleanup option. Then I compared the same flight I did before, but with DLSS Quality (and 0% scaling + FFR Quality in OpenXR Toolkit). Now, it’s important to note that this is not an apples to apples comparison, because SU9 was with TAA100% / OXRTK 85% + FFR Quality. But what I can say is that I now no longer see a perceptable difference between the old and new runtime with this setup. OXRTK menu still stutters with new runtime only, but that as @mbucchia said is a separate bug. So, it may be a difference in the settings, or shader cache, or SU10 beta, or DLSS that fixed this.

The only thing that’s reasonably certain, is that this bug is not consistent between different settings, i.e. on the same system the new runtime doesn’t result in a buggy performance every time it’s used with every sim version or AA settings. I suggest whoever still has this issue - either opt for the beta or re-test it when SU10 is released. And clear shader cache. It may well be gone. I had a very smooth experience with minimal MR artifacts (minor window frame warping when turning my head fast) that were exactly the same in the new and old runtime, consistent with 30FPS MR. So now I can’t reproduce the problem anymore.

Opting in/out of the beta redownloads the game’s executables which I consider to be ā€œre-installā€, but thanks for clarifying the exact steps you took. Maybe someone else can try just the clean shader cache and see if that was the difference.

I see what you mean, I just clarified my steps because I didn’t want anyone to download 133Gb unnecessarily…

Of the 2 users left reporting issues in 112, one just commented that their issue was only the OpenXR Toolkit overlay judder, and not an issue with the game’s scenery.

I wanted to add my findings to this thread. I too was suffering from pretty extreme artifacts (warped images) and stuttery frames while running motion reprojection set to ā€œAutoā€ in WMR AND with OpenXR Toolkit enabled. Note that - despite the very obvious artifacts and stutter - both MSFS’ built-in FPS monitor and the toolkit’s fps overlay showed frames were locked to 30fps.

I had previously tested disabling the ā€œPreview OPENXR runtimeā€ which fixed reprojection - albeit with the constant snags in performance when switching reprojection framerates (23 <> 30 <> 45fps).

I disabled the toolkit using the toggle in the companion app, re-enabled the ā€œPreview runtimeā€, re-entered VR, and everything improved - artifacts are much more improved and the frame stutter is gone. Also, the constant snag when switching FPS has all but disappeared. Buttery smooth.

Now, to the discovery that hopefully could shed some light on the reports you’ve received.
While running the Preview runtime and with the toolkit disabled I did notice a return of head shake which I had addressed using the toolkit’s Input > Shaking Reduction setting.

This made me suspicious that perhaps the anti-shake method in the toolkit might be involved. I re-enabled the toolkit and turned off the shaking reduction. Lo and behold, the frame stutter disappeared immediately and artifacts are the same now as when running without the toolkit enabled.

I do see the toolkit UI overlay stutter when looking around, but this is now the only issue I’m seeing while running the toolkit and motion reprojection at the same time.

I can introduce the stutter (of the sim, not the overlay) and remove it simply by turning on or off the shake reduction. Furthermore, the stutter is more severe the more shake reduction that is applied.

I hope this helps.

I had the same experience with MR on. I immediately realized that the culprit of artifacts is shaking reduction (mine is -50). But without this feature, it’s impossible to endure huge shaking, especially with bass shaking in my chair. Beta 10, DLSS quality, 30fps locked (always blue), 3090rtx, i11900K, 64Mb, HAGS off, resizable bar off, NVCP settings default