Trying out the VR gameplay and I’m getting a weird performance issue. The game runs smoothly for a while, then it freezes and stutters for a split second, and then it continues smoothly,
the best way i can describe it is in other games how you get “pop-in” lag when you travel from area to area quickly and it has to load new scenery.
im sure its probbably an issue with my settings, but im not well versed enough to figure it out.
I have a similar high end pc (i913900k/rtx4090/32Gb 6400ram) and while I mainly use a Quest Pro for msfs I also have a DP wired Vive Pro1 that I still use once in a while. It’s amoled screens are very nice when night flying. Pity the SDE is still a little more than I like, but not too bad. I’ll give you some basic setting that should work ok.
SteamVR visuals set global manually (not auto) to 100% and disable advanced super sample filtering. On the per app option set msfs visuals to 350%. This will allow you to use dsll/balanced and still get good cockpit clarity, together with smooth dlss performance.
MSFS set aa to dlss/balanced, sharpening to 100, rearprojection = off, and low latency = off. For Global setting set to high-end to begin with and then fine tune these later to your liking.
Nvidia control panel 3d global settings all default except power = prefer max performance and change Quality default below that to High Performance.
My Vive Pro1 (VP1) is +4yo and still works great. You say yours gives you tunnel vision (= low FOV?) but I think it’s pretty good. About the same or a little better than my Quest 3 and Quest Pro. The main advanage with the Q3 and QPro is they have higher res screens so thinks like cockpit clarity are better.
For most, upgrading from an older headset the Quest 3 probably makes more sense right now. However, if I were you I’d try to get your VP1 working as well as possible before jumping into a newer headset. I guess if FOV very important to you, and given you have a very strong PC, then the Pimax Crystal might be worth looking at.
For some reason, I was stuck in the “low resolution (150% in Steam), TAA, sharpening via OpenXR TK” mindset that I had adopted in 1080ti times. I tried your approach and, while the glass instruments are not as sharp, at 350%, they’re bearable, and, as expected from DLSS, everything else looks better and the frame rates appear more stable and significantly higher.
so ive tried what you said and it runs alot better but ive noticed a significant drop in quality in the simulation liike where i need to squint to see my gauges.:
heres what i have currently I think possibly i missed a step?
With SteamVR settings you have correctly selected global visuals = 100% and that’s correct. I would turn off the SteamVR home because it just wastes resources. Then go to the visuals setting and select the per app bar, then scroll down to the msfs app, then adjust the visuals to 350%. This will help improve your cockpit clarity when using dlss/balanced. You’ll probably still need to duck you head in to see some switches. Also, find advenced super sample filtering and disable it (tends to make some distant objects too blurry).
While your msfs PC setting don’t have a big effect on VR, I’ve found it best to set them to hi-end rather than ultra.
I’ve just published a fairly lengthy settings for what I’ve currently found work best with my Q3 and QPro using a Link cable. Except for the obvious Oculus/Meta settings (which I’ve tried to keep separate), I use exactly the same Nvidia, windows 11, and msfs settings with my Vive Pro1 and these work great. I suggest you have a look at these and give them a go. You can see these here;
I was surprised how much the scale can be pushed on a high end build. I also had to enable DX12.
Something else I do, since perfection isn’t possible on any consumer PC as of yet, is to bind VR zoom to an easy to access button. I use the button under my hat switch.
Unfortunately, they seem to have VR zoom slightly tied to the mouse, so it can sometimes get fussy. But it’s a great way to zoom in, look out windows, etc.
I still use dx11 because it seems more stable, for me anyway. Also, I haven’t seen the need to use VR zoom, which I have assigned to a flight stick button as well. Too bad it seems to be an all or nothing zoom. It would be nice to assign it to an axis knob to be able to control the amount of zoom.