SU8 Quest 2 V38 weird stutter looking left from cockpit

Hi all!

First of all, I will list my setup:

RTX 3080 OC
Radeon 5600x
MSI Tomahawk wifi
32Gb Ram @ 3200Mhz
Gigabyte Aorus GEN4 NVME, (verified read speed 4800 / write 2400)
Oculus Quest 2 with V38, 72Hz, 1.5 in oculus render scale from oculus software.
All components brand new.

Well, been tweaking own setup for best experience, and just some weird things came up…

Flying around Helsinki, tried to find the sweet spot without any stutter.

I have most of my settings on high or ultra in the game, I know, but I want to max out everything I can… :smiley:

So, after loads of tweaking, I got things to run somewhat ok, but all the time looking to my left from cockpit. Was a bit disappointed, as should be able to run quite high settings without stutter.
I know, this game is REALLY hard on GPU, but should perform better.

After 1h of work, all looked ok, but then started next day to look for better settings, and looked this time to my right, flying right hand turn…

I could max out almost everything without any stutter, but when I started left turn and kept it, the stutter is REALLY bad. And it never gets any better.

There is no oculus tool running, the headset is in totally factory state otherwise, oculus OEM link cable with 2.5G connection.

What on earth!?! This should not be even possible!?

Has anyone else noted similar behaviour?

Oh, flying with ICON A5

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Ease up on resolution settings quite a bit until the left window stutter reduces - you need at least 36FPS (if you have Quest2 set to 72HZ) to get it reasonable. Left window and straight down is the worst for stutter/judder since that is the most positional (forward difference unless very high) movement of the image. Many of us need ASWarp for that to be smooth but that requires maybe 40FPS since the extra image processing requires some time. Also, you don’t mention using OXR Toolkit (the thread is in the General section of this VR forum). Also, if you are on Windows 11, there is still a “bug” in the Oculus (Meta) Runtimes that require the console window to be visible for ASW smoothness - you have to use the Debug Tool->Service tab to enable/disable it. Also, even though you are trying to get 36FPS ASW “locked” in, you use the ODT to enable 45fps (one-half of 90).
MSFS2020 is about twice as slow as many other VR flight sims and thus requires more tweaking.

Thank you for the reply.

Most of it just went over my head. :joy:

No, I am not using ANY tools, just the Oculus software and that is it. Win 10 64bit.

I tried several different tweaks provided by different people all around forum, internet, youtube etc. None of them got me to the point that I would be happy.

Main point is, even I have my cockpit in “high” and I look right, where I have almost the same amount of scenery in the POV, the left side is worse.

Have to say, the V38 on Oculus made a big difference, Virtual Desktop or SteamVR as default did not give me opportunity to run so high settings I am running now.

But, still, compared to racing games and msfs, there is a lot to improve. DLSS could be the deal breaker, I have never had so much problems with any game since Amiga 500 times than with this.

More tweaking than playing. :joy:

1 Like

By default, ASW is auto.

Which means that, when playing at 72Hz, you need 72FPS for a smooth experience.
With ASW, if your framerate drops below 72, it will lock at 36FPS and the tech will interpolate the missing frames, which will keep you having a smooth experience.

Now, since achieving 72FPS is impossible in MSFS, you can open Oculus Debug Tool and on the Asynchronous Spacewarp option, set it to Lock 45 ASW ON. (45 is mislabeled, back when the tool was only for the first Oculus Rift running at 90Hz only, read it as ‘half’ instead, they just never changed the label)

This way, your game will always run at 36FPS.

Now in this same tool, you have an HUD Visible option. Set it to Performance. This way you’ll see an overlay window in game showing you your framerate and headroom.

Long story short, you want a constant framerate of 36, and a headroom not below -100.

You’ll see that as soon as your framerate drops (33, 31…) or headroom goes below -100, you’ll get stutters.

Tweak your graphic settings and find the sweet spot.

Just so you know, the most FPS killer is Clouds on Ultra. So if you did set this to Ultra, put it on High.

Oh by the way, put back to Auto in your Oculus software, you can’t handle 1.5x supersampling. And leave in game resolution on 100.

I’ve a 5800x and a 3090 and those are my settings. In game I’ve everything maxed out but Buildings on Medium and Clouds on High and objects lod and terrain lod on 200.

Thank you for reply.

Yes, I have render scale 200, clouds ultra, precaching ultra, trees, and everything ultra, except buildings high. These settings make no stutter. Game resolution IS 100.

I will try your settings, thank you. Maybe I can get a bit more.

What I do hate, is the “flashing” of horizon, same I get in small details in racing games.

Maybe it is just how the environment is displayed on the Oculus, and if you in example look at the desktop frame in oculus link mode (not running a game), there is small saw effect on the edges.

Am I just too picky? :smiley: I am new to this stuff, but there is no returning back to playing with my 144Hz Lenovo 32" anymore, its just so awesome to feel to be “in the game”

As I said clouds on Ultra is the most FPS eater. Of course it depends on the actual amount of clouds but in a storm, you’ll see your FPS drowning. (A lightning strike will give you 22fps)

Put it on High and all those issues are gone.

Also I edited my post: don’t use 1.5x for the resolution in the Oculus software, you can’t handle it. Put it back to Auto.

Then you fly and fine tune your graphic settings. The best way is flying low above New York with a lot of clouds. If you get 36fps there, you’re good for almost everywhere else.

That’s how I fine tuned my settings. (36 fps everywhere in those screenshots)









Excellent!

Thank you for the advices!

I will tomorrow start again, with the guides to tweak it.

Must say, this is the first game in years (except the rally games), that has sparked my gaming needs.

In other words, I had a i7-3770, 1060 OC, running fine with all the games I played.

Then I bought this game… Well, now I have spent “a bit” of money just for this, coming close to 1800-2000$. So would be nice to finally get all from the investment.

Have you installed Bitsum Process Lasso Pro … may be worth a look for you

Another thing, once you’re done having a smooth 36fps, give this tool a shot: OpenXR Toolkit (upscaling, world scale, hand tracking...) - Release thread

You can use FSR which will allow you to use some supersampling in the Oculus software without losing performances.
It’s working well, I’ve posted my settings in the thread in case you wanna try.

I’m a broken record but I’ll say “Virtual Desktop”.

Also, running in 60fps is probably more realistic for the sim.

Another thing, how is the room lighting to the left? Can the headset cameras track?

Hmm, that never came to mind.

I will try all your peoples advices, starting from the top.

:slight_smile:

I do have Virtual desktop, but the ■■■■ tinkering with it lead me waiting for the V38 firmware, as now the oculus support for ASW is implemented within.

Before the V37 was awful, did all possible tinkering, but never was able to run Ultra anywhere, and render scale @ 200. Now its totally different.

I do see a vast improvement using only the Oculus own software compared to V37 firmware, now just the last bits to get rid of this every day “maybe I can get a bit more” if I…

I will report back when I have found the best possible combination, and post my settings here.

I also had issues using the OpenXR motion damping when it came to looking down or behind me. It would start flashing.

On Windows 11 I still can’t use the new firmware. :frowning: But VD is nice.

Hi guys.

Well tested all your advices (well except the FSR, my card is not Radeon).

And no go men, I have better performance running the stand alone Oculus software without any add-ons.

Photogrammetry, or what ever, is not working for me, It causes stutter go much worse.

Sad to say, I think I need to stay on these settings now.

What I have?

Oculus Quest 2 running 80Hz@5408x2736 (1.5 Rendering resolution).
Gigabyte Aorus 3080 OC 10G in non-oc mode, OC mode does not much give me headroom.
5600x is basic 4.3-4.6Ghz
RAM 32Gb@3200Mhz

In game:

Render Scaling (2163x2188) = 100%
Anti-Aliasing = TAA
Terrain level of detail = 200
Off screen Terrain pre-caching = Ultra
Terrain vector data = Ultra
Buildings = Medium
Trees = Ultra
Grass and bushes = Ultra
Objects level of detail = 200
Volumetric Clouds = High
Texture Resoltion = High
Anisotropic filtering = 8x
Texture Super Sampling = 2x2
Texture Synthesis = Medium
Water waves = High
Shadow maps = 768
Terrain shadows = 256
Contact shadows = Medium
Windshield effects = Medium
Ambient occlusion = Medium
Cubemap reflections = 128
Raymarched reflections = Off
Light shafts = Off
Bloom = On
Glass Cockpit refresh rate = High

I can see some stutter on building faces when in New York in example, like flashing of the surfaces.

Otherwise everything looks perfect, even flying between buildings I can look left or right and no stutter.

There is that random small stutter I get occasionally, but well, I think I just can not get this rig any better. :frowning:

Cheers! :beers:

edit:

I just tried with new Geforce driver 512.15 and lost a lot of performance, whole VR is unusable.

Reverting back to 511.79, as it gives much better perfomance in all games.

I also lost FPS and didn’t think of the Nvidia driver, I was blaming the SU9 Beta, I’ll try reverting back to the previous one, thanks for the hint.

FSR works on all graphics cards, not only Radeon.

You put too much high 3 core setting for stutters (expexially with large airports and photogrammetry scene):
Texture resolution - Volumetric clouds - Terrain level of detail
Try to lower it, starting with SU8 those settings give performance problems (at least in my experience).

I gave up on photogrammetry, they look mostly awful on VR, and also buildings look like “ruins”, as an atomic bomb exploded and shaved bits off the building tops… :joy:
And I prefer to fly somewhere where are no big cities, France is a beautiful place to fly.

I really hope the dev team put some time to improve the VR experience and performance.

Even they noted in some Q&A that only 10% use VR mainly from all flyers…

Need to try the FSR, maybe maybe… :wink:

Buy more VR people!!! :smiley:

Yes I am agree with you, photogrammetry is broken (not only in VR).
I am sure if all 2D flyers would try a least one time VR, 90% of them trash the monitor for ever :laughing:

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