I’m on a 3080 card with a Quest 2. Pre-SU10 beta I used OpenXR Toolkit with fairly high settings and got fairly consistently locked 30hz ASW. With it off I’d hit frame rates around 27-30fps at 1.5 SS, but things were very sharp given the performance.
With DLSS set to Quality, OpenXR Toolkit at 100 and 65% sharpness still, and the AMD sharpness thing in the new VR settings cranked to 100, it still isn’t as sharp as I’d like. Additionally, I get periodic stutters in-between the ridiculous smoothness that I’d love to get rid of.
Any suggestions or links to guides on dialed in high-end DLSS + OpenXR toolkit settings with a Quest 2 for both performance and clarity?
I’m finding the same issue with DLSS with my Reverb G2 unfortunately. In order to restore the cockpit clarity I had when using TAA, I have had to increase WMR render scaling up from 70% to 110%, which of course takes away all the FPS gains that DLSS gave me from that 70% baseline.
I’ve gone back to TAA and will try DLSS after the next beta update.
I’m also using a Quest 2 with a 3080ti, with OpenXR Toolkit & Virtual Desktop.
What I have found works is:
make sure you have Shader Cache set to Unlimited in NVCP (this was a recent discovery for me and seems to help a lot with stutters)
Lock to 30fps in NVCP
set the Quest 2 resolution 3224x3340 - 144%
DLSS to Performance or Quality.
–The idea is to maximise the work the DLSS does and deliver a high resolution image to the Quest 2.
OpenXR scaling 100%. DLSS is doing the scaling; don’t do it again.
I use the foveated rendering in OpenXR toolkit to downscale the middle region 30%/2x and outer to 80%/8x. This may be over-aggressive but looks ok and keeps text/instruments sharp.
Use the in-game ASW and disable the VD version (both work but this way round seems better)
Beyond that you can experiment with different combinations of the in-game sharpening, VD sharpening and OXR sharpening, as suits you best. I can now set most of the graphics settings to high at least. Terrain LOD >100% is the only thing that seems a real problem.
30fps nearly everywhere (except eg Manhattan) and very rare short stutters, which may be memory related as GPU never hits 100%.
I’m not seeing Shader Cache. Where do I find it in there?
Should I use any of the NIS or FSR options in OpenXR Toolkit? Or does that defeat the purpose even at 100%? Or do they not do anything when set to 100% (even though sharpening is up)?
I’m not using VD as it does not enable my preferred setup with a pinned Oculus overlay panel for charts. I’m at 100% Terrain LOD.
With my g2 and 3090 I’m using unlimited shader cache, thanks @BurstPaladin784 , openxr res 200, openxr toolkit res 70 and dlss balanced as I can’t see a difference between balanced and quality.
Pin sharp exterior visuals but displays are quite blurred as everyone knows, it’s like dlss isn’t applying itself to them.
Lovely and smooth though with toolkit repro on, way, way better for me than the last update which made airports a stutterfest.
I’ve been using openxr res 150 and dlss Quality. I’ll definitely try 200 & dlss Balanced now that you’ve mentioned it; hadn’t really considered doing that… btw 150/Quality looks great already.
For us Quest 2 users who do not have the option to use OpenXR res settings (just OpenXR Toolkit, Q2 settings, and Oculus Tray/Debug tools), what would the equivalent be? I’ve upped my OTT super sampling to 1.6 from my non-DLSS setting of 1.3 but the cockpit and scenery is still too blurry for me.
OK I have now come to the conclusion that OpenXR Toolkit doesn’t work (with the SU10 beta anyway) - or at least I can’t get it to work.
The issue seems to be that if the CPU frametime is too low, compared to the GPU frametime, it stutters. I think there may be some way OpenXR Toolkit is interfering with the CPU just waiting, or queuing a frame nicely, if it’s ready too early.
You can partially fix this by increasing LOD to max 400, but even then, when you get over ocean or just look at clear sky, the CPU frametime falls and you get stutters anyway.
This seems to explain lots of accounts on here from people saying lowering settings doesn’t help - because it doesn’t. The cure is to make sure CPU and GPU timings don’t get too far apart; but that requires continual tweaking - and having got it stable under one set of conditions it then falls apart again under another.
There is probably a simple fix for this but I have no idea what it is or whether it can be done using some combination of existing tools and settings.
The good news is that with DLSS and the sharpen slider in game, OpenXR Toolkit is a lot less useful than it was. Just by disabling it, removing any FPS cap in NVCP, using DLSS balanced and a high resolution for the Quest 2 everything seems to work just fine, with reasonably high settings for everything. FPS (for me) is in the 25-50 range varying with the factors you might reasonably expect, but never hanging or stuttering. I have motion projection off in game (as it doesn’t seem to have any effect for me) and on auto in Virtual Desktop. If FPS gets too low anywhere I just switch from DLSS balanced to performance (if it’s GPU) and/or reduce Terrain LOD back towards 100 (if it’s CPU).
Reverb g2, 5950x and 3090. Oxr at 100 just using open xr toolkit for the sharpening and FFR (preset quality). In game settings all at highest possible with terrain LOD 150 and object 200. DLSS quality. Oxr sharpening 60% and FSR 150.
Fps around 45 everywhere which is great. Cockpit blurry but even outside looks terrible compared to 100TAA and same setting oxr toolkit (which gave around 30 fps).
This game is either sharp but jerky or blurry and smooth(ish).
MR off, tried many times but really cannot stand the wobbles.
G2+3090 users…Don’t forget to re-enable sharpening in your user cfg file if you’re using the MSFS sharpening (like I did)! I eventually got round to doing it today and it greatly improves clarity when using DLSS balanced with a 200 render scale in the OpenXR developer tools for WMR (not the brilliant OpenXR toolkit).
Sim is the best it’s been with the help of FFR and postprocessing from the OpenXR toolkit and DLSS.
Haven’t had a chance to try it yet, but is this necessary to get the in sim new VR sharpening slider to work? And is this expected to work on Quest 2 as well? What’s the risk of running this alongside OpenXR Toolkit sharpening? I recall it having a conflict with that.
This is for those who have previously disabled their msfs sharpening in the VR section of their user config file (usually in the local cache folder). The OpenXR developer tool fro WMR isn’t for Quest2 and is a different app to the toolkit, so you might want to just make your resolution 2736 pixels deep using the tray tool instead. It’s been a while since I used the quest.