Just want report with the new Nvidia DLSS ‘Quality’ setting performance has improved to an enjoyable experience but clarity needs to be addressed without having to use third party tweaks like OpenXR Toolkit to clean up the display. Just like the performance was addressed with a sim setting so should the clarity in VR. The grainy look was much improved in the past in MSFS and wasn’t until the last couple of sim updates that it went down hill.
Did you try to change the settings in the configCfg.opt file ?
Instead of configCfg.opt please read UserCfg.opt
My feeling is the opposite.
Clarity and detail for me are amazing (G2, 3060Ti, DLSS quality, no OXR toolkit anymore).
My frames are also very good (>20 on ground, 30 on flight) with the Fenix which is very demanding.
My only complaint are some blacking visuals when turning my head on the ground, specially after starting the flight cold and dark at the gate. i guess is because i only have 8 Gb of VRAM. After a while those disappear or are minimized.
I think my visual are better, smoother and higher fps. Well satisfied.
a combination of DLSS framerate benefits, open xr tools benefits and general performance improvements should give you the ability to significantly raise the resolution, which is the absolutely main factor in clarity improvement. And of course, running the sim with motion reprojection since (with propeler mods and oxr tools latest versions) it now produces almost no artifacts. Oh and also some smaller settings tweaks in nvidia cp and msfs config file. I have personally never had better clarity.
i agree with OP, DLSS on Quality is not as sharp as TAA @ 100 imo.
Well no, that’s what DLSS is all about.
so DLSS on Quality setting is supposed to give worse clarity than TAA at default setting? it’s not for me then. i’d rather have a sharper image and a few less fps. if i want more fps and less sharpness i could just turn down TAA so what’s the point of DLSS?
I’m far from an expert but I believe DLSS is mainly only useful if you are GPU bound. If your CPU is the bottleneck then DLSS is not going to help much. I have an i9 9900k 5Ghz oc water cooled, rtx3090, and 32Gb 3000 ram. For both my msfs and xp11/12 sims my CPU is predominantly the limiting factor because neither are multi-thread optimised.
I’m finding TAA gives me much better clarity (esp. in cockpit) and I can still get good smooth VR performance (40fps fixed/no asw with Q2 and SteamVR throttled 45fps with my VP1). I don’t see much difference between DX11 and DX12. Maybe slightly smoother with DX11 right now.
if this is correct then maybe that’s why i don’t really benefit, my cpu is 5 years old.
TAA @ 100 is definitely visually better than dlss @ quality.
Especially the glass cockpit‘s are uncomfortable blurred with dlss so in my case I decide to use TAA in favor of readability instead of some more fps.
One the other hand, lowering the TAA settings to dlss visuals give you an similar fps boost. So far dlss is just an mirage to me.
I hope an adjusted driver will improve dlss visuals soon.
Oculus Rift S. This black stenciling is intolerable. I get it everywhere. Then I re-boot my computer and it is sometimes smooth. I have owned this headset and this sim for about two years now and I have had no improvement in framerates that has been anywhere near consistent. One day it works ok, the next it’s a slideshow. This has been going on for 24 months. OCULUS and Asobo need to coordinate things. It seems as though the two companies don’t know the other exists, and they don’t work together at all to improve things. If I need to buy another brand of headset to have smooth VR, I guess I will.
I think it would be cool if someone or company made a headset EXCLUSIVELY for MSFS2020. That thing would sell like hotcakes.
Right now I’m waiting for my “other new sim” to straighten things out, because VR in MSFS2020 has consistently sucked majorly for me.
And if YOU are getting outstanding performance, send me your VR system info and I will copy your purchase. I had more than enough of this 18 month ago. But I’m pretty much convinced it is the headset and not MSFS so much.
And Rex Weather Force is not helping framerates at all.
what should be changed in this file? thank you
well the point is…dlss should give you a fps boost high enough that you can raise the resolution so that you get better clarity. For example…i haven’t tried TAA for quite a long time now, but let’s say i can run it at 100% resolution setting (for my g2 that is around 3100x3100). Now, with DLSS i am running 150% oversampling in OpenXR Tools which is roughly 3800x3800 per eye. I’m not even running DLSS on quality but on balanced and at 3800x3800 DLSS balanced looks and performs better than TAA at 3100x3100. I have nearly perfect clarity. There are some other important settings related to this. FSR, nvidia control panel settings, etc. So for me it’s a no contest between DLSS and TAA. I have 3080ti and 9700k (so as far as single core performance goes, same cpu as you. Also oced at 5ghz). You should also note that if you want the GPU to be the bottleneck, you NEED to raise the resolution. At 3800x3800 you will definitelly be gpu bound, not cpu. At 100% scale, i’m pretty sure it will be the cpu. I should also add that without OXR Toolkit fps boosts (ffr!), it’s not possible to run the game at such high res. And one last thing. There’s this neat trick/bug on G2. If you set the G2 to “optimize for performance” in the mixed reality portal settings, the stupid software will lower your FOV by about 10% but will not accordingly lower the resolution. So what you get is same amount of pixels in a smaller FOV, which VERY noticably raises the clarity at ZERO expense of hardware resources. You will see edges of the fov but you get used to it. I much prefer those edges since there’s such an increase in clarity. You can technically do the same with OXR toolkit FOV setting, but in my experience for some reason it doesn’t work as well as the FOV edge is much more noticable that way.
@ExeRay So increasing your resolution better utilises your GPU while staying within your CPU bounds? Not something I’ve noticed but heh, if that works for you that’s great mate. I’m already running my VP1 at 150% SteamVR visuals and it looks very good with TAA/100. With DLSS/Quality, or Performance, I get about 10-15% higher FPS but raising my visuals to make up the difference still does not seem to make the clarity look as good and I still see less shimmering with TAA. Maybe this will all improve when dx12 gets out of beta.
Same goes with FOV settings. I haven’t ever noticed any significant difference adjusting this below stock, but if you have and in it works well, that’s great.
Main thing to learn in PCVR is that there is no one perfect setting that will work best for all. Learn this and I think it will save you a lot of futile discussions in the future imho. Cheers.
Lol. First of all, it would seem you don’t really understand some basics. The higher the resolution goes, the more the gpu has to work, the less cpu becomes a factor. This is a well known general fact. For example, if we’re talking about monitor resolution my/your cpu will be around 38.5% bottleneck at 1080p, 23,4% bottleneck at 1440p resolution with rtx 3080ti (for example). At 4k resolution the bottleneck becomes perfectly balanced at 0.1%. Understand? Here, check for yourself with this example of a calculator. https://pc-builds.com/bottleneck-calculator/result/0RN197/3840x2160/1/general-tasks/
The futile part of the discussion here is that i’m talking about windows store wmr version, while you’re talking about steam version.
I have set (using a RTX 3060)
Terrain LoDFactor 6.000000
ObjectsLoD LoDFactor 4.000000
Quality 3 (everwhere)
Good luck !
Buona serata !!
Those settings seem quite high for VR
Yeah I agree with the op. I find the digital displays very blurry especially when the numbers change. I have reverted to TAA and the openxr tool to get the resolution of the digital displays back. I note also as a passing observation that the global display quality setting no longer works under the vr options for some reason.
thank you, I,ll try!!