Would be good to keep the discussion alive so Rift S users can share tips! I found the guide in the above thread really useful but one thing I’m going back and forth between is the Oculus Pixel per display setting (also referred to as super sampling I think in the tray tool) and render scale in MSFS 2020.
I’d initially settled on setting the Oculus pixels per display to 2.0 (using debug tool) and then render scaling in game to 50% (so at the native resolution of the Rift). This gave the best cockpit visuals but not great scenery. From the guide above I tried 1.2-1.3 Oculus pixels per display with render scaling at 100% in game. Overall I think this looks better, but maybe not quite as clear in the cockpit and slightly worse FPS (to be expected I think as running slightly higher than native resolution).
What I don’t quite understand is that raising the Oculus pixels per display in the debug tool or tray tool seems to have a bigger performance hit than just using the render scale slider in game (if I leave oculus settings alone I can have this at 140-150 and still get smooth performance). Maybe there is an obvious reason for this but I find it confusing.
Anyway, slightly rambling post but anyone else playing with these settings and found a good balance they would recommend?
My specs for reference:
Ryzen 5 5600x
5700xt
32GB Ram
Game on nvme SSD
Rift S
2nd the motion to keep the thread alive. I have the MS store version and the Rift S but most of the reporting here on the forum seems focused on the Steam version and other headsets.
I found rift S super sampling does not increase sharpness much and also does not cost performance significantly either. I use 100 render scale in the game, there is not much difference between 1.0 and 1.3 super sampling.
My HW is Intel 10700k OC’d @5.1 GHZ, NVidia RTX 2080, and Rift S. MSFS is MS version.
I think I’ve spent as much time tweaking as flying to get a smooth performance, however whenever I start the SIM on a different day I get the stuttering back again, it’s so frustrating.
After so many adjustments I think I have found the sweet spot.
Render scale - 70
LOD - 90
I put together my guide here, you will need to adjust depending on your hardware. But may be handy for someone else. I also show how I created shortcuts to implement SS and ASW at the end of the document:
What is a huge improvement on my setup (i5-10400, rtx3070, 16GB RAM) is to deactivate every second screen and set the main screen (not vr) to a resolution like 1024*768.
I think every pixel the GPU has not to render except VR, helps the VR rendering process.
I put everything on high and scaling to 80, Detail lvl to 40 and objects lvl to 55 and everything is running smooth. But i am still experimenting. Also, i am tweaking the 3070 to 120% power with OC
Little comparison with my rift s in the attached. Hope it helps someone I’ve got the 2080ti, this is in game render scaling 100% and super sampling 1.4. over London hence very low fps…
V27 has the black screen that appears every now and then fixed.
In terms of max fps 461.72 is the top driver performing for my set up and system. But testing for smoothness in vr I am still finding 457.30 trump’s the others. I am seeing fewer judders, black screens loading scenery when moving your head and less jaggered lines than the other results.
With the Oculus driver, V27 kept more often than not causing a fuzz of the scenery moving head, whereas V24 was consistent in delivery good visuals.
So I’m sticking with 457.30 and V24, fps doesn’t mean anything unless it’s translating that into a smooth flight experience
Just as an update I saw video VR flight sim guy posted
Whilst not particularly scientific I flew out of Norwich and London (nor/lon next to note) and tried moving my head similar through each of the benchmarks to get a feel of what they would be like when moving head not only to compare drivers but also Oculus versions.
Results below I noted within the frame times some strange behaviour in v27.
So 457.30 and v24 still for me - but not by much compared to the really older driver 441.66.
hi everyone, I’m looking for a tip for vr with rift s … the game runs well between 35/40 fps my problem and in fast turns where you see the edges of the buildings, mountains or the horizon like “vibrate or split” what can I do to improve this defect?
pc info:
i9 9900kf
zotac 3070
32 gm ram
rift s
thank you very much
I am using Rift S with 1080Ti. And I wouldn’t be complaining much if it weren’t for the fact that even gentle head movements make the view of the cockpit very jerky - the effect of stuttering. When I don’t shake my head, the view outside the window is smooth and without stuttering.
hello that problem I see it when I have asw enabled in all its ways 18hz 30hz or 45hz … for my asw off in Rift s…tonight I have disabled all the functions of Windows HAGS, GAME MODE and that of synchronization and everything is much better! what settings do use?
I tried all of this too - to no avail.
I have the same problem with X-Plane when using the native Oculus app.
There, the rescue was / is to run XP via SteamVR - then the simulation is smooth as butter.
Unfortunately, this trick doesn’t work in MSFS