Reminder: this is how WMR OpenXR updates work

This has always been the case with my system (Reverb G2, Win10, 5900X, RTX3080), shaking reduction introduced stutter, proportionally to the % applied. I love OpenXR Toolking for other features (FSR, FFR, hand tracking, color adjustment, it’s a treasure!), and I thought it’s just my particular setup that exhibits that issue. I tried it again recently when it was suggested as a fix for a jitter introduced by OpenXR Motion Compensation that I use for my home-built motion simulator but again it just introduced its own stuttering. OXRMC fixed the problem and there’s no stuttering now, so I don’t need the shaking reduction anymore. Though I don’t really have a head shaking problem unless I get way too much bass through my transducers. Apparently some people get great results with shaking reduction, so it depends on a particular setup I guess…

Thanks for chiming in. Yes the shaking reduction is massively broken when used in conjunction with motion reprojection, simply because they both try to do the opposite thing from each other. Shaking reduction works by lowering the amount of prediction (to avoid over-prediction that leads to shaking) but motion reprojection literally request to the platform to predict several frames in advance.

I’m trying to see if I can make them work together for the next OpenXR Toolkit release but no promises.

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Thank you mbuccia for all your work. VR in MSFS has gotten a lot better since you dropped the OpenXR toolkit. Didn’t realize you were also behind the OpenXR runtime.

We are in good hands.

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New version 112.2209.16005 incoming in the next few hours to fix 3 issues:

  • OpenXR Toolkit (and other overlays) juddering when motion reprojection is on.
  • Start up error reported with certain application (ACC, not reported with MSFS as far as I know).
  • An issue in the motion reprojection frame management that could lead to timeout errors (also reported with ACC, not MSFS as far as I know) and possible image tearing at low frame rate.

EDIT: Should be in the store now.

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Seeing significant performance decrease with the latest version in comparison to the non-preview version, running with MR set to always on. Measuring with OXR Toolkit, freezing midflight AppGPU shows the difference of 30k for preview ver, and 25k for non-preview. The Preview version also introduces stuttering (which seems to be tied to sim quite radically fluctuating between 31fps and 23fps), non-preview completely fluid. As far as artifacts go, this time around it’s looking good but the performance hit is substantial. If the above is an acceptable form of measurement, 20% worse gpu performance.

I’m surprised you have any performance left. Every iteration of anything you update seems to degrade your experience.

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Lates runtime is working exceptionally well for me. Completely two flights last night. First flight was in the French Alps practicing landing and take-off at Courchevel. I was able to max out every setting in the sim including LOD of 400. The entire flight was locked at 30fps using motion reproduction. Smoothest flight in terms of performance that I have experienced in the game.

Then decided to do a bit of a stress test by flying San Francisco. Though I had to reduce LOD to 250 my other settings remained the same. Same story…the flight was perfectly smooth with motion reprojection. Yes. I still get some artifacts from the propeller or when I pan around the plane in external cam, but the scenery outside of the cockpit was consistently 100% smooth.

Note that with all of this I’m upscaling from the toolkit to ~175% as well as it yields mich improved clarity outside of the cockpit and goes some ways to reducing blurry screens in the cockpit.

Overall, the latest runtime posted yesterday combined with SU10 v.21 has given me the best performance in the sim to date.

What system do you have? While it’s difficult to measure the performance as it varies all the time in MSFS, generally it’s now relatively smooth for me, but I have to run LOD at 100, and I cannot even dream about “maxing out very setting” or any upsampling. I have to run either at OXRTK 85% / TAA100% or 100% / DLSS Quality. And while it’s mostly smooth, I do have some stutter now and then. “Consistently 100% smooth” is plain impossible for me. And I have a respectably high-end system: Ryzen 9 5900X / EVGA RTX 3080 FTW3 / 64Gb RAM / Reverb G2. Introducing any google-based photogrammetry add-on is guaranteed to bring my system to it’s knees (17FPS). It mostly maintains 30 fps but falls back to 22.5 fps quite often. I do fly 737 in denser areas often, but even in the sparser areas I never observed anything similar to what you describe. Any secret settings to share?

Here is the secret. 175% Upscaling means, that the render resolution is only 0,57 times target display resolution (1/1,75). You set OXRTK with values below 100%, so that would be 57%.

This is a great update, preview is working well and I’m even seeing 45fps at times which I’ve never seen before while looking at the ground.
Only one issue and that is trails from cockpit surface edges when moving my head, hard to explain but cast your mind back to 70’s music videos where they put in psychedelic effects. I think someone else mentioned this a while back, was it @RomanDesign possibly?
Great work otherwise.

Those are motion reprojection artifacts. Initially when OpenXR runtime was updated, I noticed increased motion reprojection artifacts. However with the latest update + DU10 beta DLSS Quality, I cannot see any difference between new and old runtime anymore.

Ok I can live with that, just happy I’ve got the performance back.

Some might notice there is a new update in the store: Release OpenXR Tools for Windows Mixed Reality - 112.2209.30002 · microsoft/OpenXR-MixedReality (github.com)

For clarity: it is 100% transparent to FS2020. The only change is adding some code that is not used in FS2020, only the new game Bonelab.

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That explains why the structure of my planes appear stronger in VR now compared to 2D!!! :grinning_face::grinning_face::grinning_face:

I’m having an odd issue where if I enter VR while I’m already loaded into a flight, whether on the ground or in the air, my frame rate is stuck in the teens and I’m unable to achieve the necessary fps for MR to lock in.

However, if I enter VR in the main menu, prior to loading into a flight, I immediately get a nice locked 30 fps with silky smooth MR.

Is there a “preferred” order of start up among the headset itself, the sim and WMR? My typical order of start is: 1. Headset. 2. WMR. 3. Sim.

Additionally, if at any point I exit VR and re-enter, it’s a crapshoot on whether or not my frame rate will lock back in at 30, or stay bogged down in the teens. Generally it does NOT come back.

I’m using a Reverb G2, 3080, Ryzen 5800x3d.

The only order that works for me every time is

  1. WMR
  2. MSFS
  3. Plan the flight in pancake mode and enter VR BEFORE I press “Fly” button
  4. Click “Fly” button in VR view (on the monitor, not wearing HMD yet), so the flight is loading in VR - I use that time to crawl into my motion simulator and wear my Reverb G2. By the time I’m ready, the flight is ready for me to go.

That always gives me 31 fps locked with MR. If I stay in VR for planning/loading/reloading flights after that everything is OK, but if I exit and enter - yes, it’s a crapshoot. More often than not I don’t get fps back and it’s stuck usually around 20-22 fps, sometimes around 14 fps. Before SU10 I often got fps back by exiting VR then shutting down WMR app, then re-launching WMR and entering VR again. But lately it doesn’t seem to work anymore, and I only get 30fps for the first time entering VR. After exiting VR only a reboot can get fps back. This is a very annoying problem that was there since day 1 of MSFS VR.

Thanks.

Yeah, basically everything you outlined here is everything I’m experiencing as well. I haven’t tried shutting down the WMR app and re-launching. I’ll give that a try and see what happens.

Hello @FakeWayne8 - There is a known limitation within MSFS in which it can only load textures once when loading into a flight. So you want to make sure that your 2D and VR texture resolutions are set the same, especially if / when you enter VR after loading the flight. If your 2D texture resolution is set higher than VR, you may be overloading your video card’s VRAM and creating the stutter fest.

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It’s an interesting theory, but my 2D resolution is set to 1080p, and Reverb G2 resolution is ~4K and the issue is still there.

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as far as fps issues with entering/exiting VR goes…
If you get the problem where your framerate won’t stabilize, just alt tab to wmr portal, leave it there for a while (5-10 sec), then atl tab back to sim, then back to wmr portal, then back to sim…lol…it should stabilize after a few alt-tabs. At least that’s what works for me.