@Grabber523 Thank you for the assistance in the forums with helping us understand Dev mode and how we can get the performance we all desired. Your guides are on par with @CptLucky8.
TLDR at the bottom.
I’ve read your posts and comments and applied your methods with great success with VR. I wanted to ask a specific question which you might not be able to answer depending on your experience with, and access to VR and more specifically, motion reprojection with the HP Reverb G2 & Windows Mixed Reality.
To clue you in, MR will take your native 45/30/22.5fps and inject 1/2/3 additional frames each second respectively to reach 90fps.
Previously the best course of action seems to be lock your frame rate in nVidia Control Panel to 30fps and as you mention getting GPU Latency to 32ms is the best match for allowing all the hardware to run in unison.
I set my sim to achieve 32ms and become as GPU limited as possible. But typically the MR will cause the frames to lock at 22.5. All works well but I dont know enough about the 32ms relationship to 30fps vs a different number for 22.5fps. MR also requires significant headroom on both GPU & CPU to work well.
Maybe I’ve answered my question and the answer is shoot for 30fps and let the added load of MR drop it to 22.5 but always try to remain GPU limited.
Specs and settings
I5 9600k @5GHz
3080 HAGS off MR on
OXR 100 TAA 85
LODS 90
everything else ultra (clouds high)
I can’t believe how high I had to push it all to get smooth GPU bound performance but here we are!
TLDR: Is there a different GPU Latency that would work better when using MR if you’re aiming to lock at 22.5 vs 30fps.
I appreciate the shout out, but no, I do not have experience with VR or VR settings. What I can say is latencies are latencies across the board, regardless of hardware. Keeping from becoming so mainthread limited you stutter is universal. The settings to get you there will vary between 2d and 3d menus, and I don’t know what those differences might be.
I will say that I prefer using the in-game vsync over NVCP cap, but to each their own. Another member observed higher CPU load using the NVCP, but I have not taken time to test and verify those findings.
So given the basics for 2d render latency tuning, and with a little “1-change-at-a-time and observe” science, you will get there. Maybe even dig in hard enough to prepare a guide specifically for VR users, as I have with my render latency tuning method for 2d.
As far as figuring our render latency target vs fps, you could always use render scaling to set your target fps, and see what the GPU render latency reads that way.
The relationship is fps and ms are just the inverse of each other. It’s the same thing. Either you’re talking about how many frames per second you’re getting or how many seconds it takes to give you 1 frame. For example, the inverse of 30 frames per second is 1/30 or 0.03333 seconds per frame or 33.33 ms/frame.
So 32 ms/frame is 1/32*1000 or 31.25 frames per second.
To explain why with motion reprojection you’re being locked at 22.5 fps, here’s a graph I captured recently using CapFrameX. I lock my framerate to 30 fps and you’ll see that my average framerate is 29.9 but much of the time I’m below 30 fps. My 1% and 0.1% framerate is below 30 fps. This would explain why with MR you’re not getting 30. It’s because much of the time your fps is below 30.
Hi. I’d just like to point out that in my personal experience it has become pointless to lock fps to 30 since the last update. I can’t notice the difference anymore whereas it used to be beneficial for me as well previously. I also use WMR and MR btw. Best regards
Here’s why I lock my framerate to 30 fps. I run without motion reprojection and notice that stutters happen when my 0.1% low value is under 20. So when unlocked I’ll get around 40 fps average framerate but the 0.1% low value will be around 18 (i.e. under 20). When locked my average comes down but the lows go up above 20 and thus I get stutter-free flying. It’s not the average that matters, it’s the low values.
Also, my GPU doesn’t have to work as hard to deliver 30 fps as opposed to 40 fps, so my GPU runs cooler and quieter. My GPU will run at 90% usage when locked as opposed to 100% usage when unlocked.
So I get smoother flight, cooler temps, and quieter operation when I lock my framerate.
Playing around a little more after seeing a few YouTubers with certain settings I’ve found the current combo works great with MR.
Latest Nvidia Driver (511)
HAGS ON
Game Mode ON
FPS unlocked in NVCP & sim
OXR 100
TAA 75
LODS 100
I had the smoothest flight out of Paro ever. It ran flawlessly for about 15 mins then went to ■■■■ after I tried to descend. No amount of LOD lowering stopped me being main threadlimited. After about 10. Mins of me looking at task manager it smoothed back out.
Seems like windows was eager to do something in the background.
After that I tried a discovery flight which was horrible. Couldn’t stop being mainthread limited at all. LODs 10 still horrible. That’s when I changed my fps limit from 32 to uncapped and things improved a lot.
I can be frustrating knowing your settings are solid but then Windows hijacks the CPU core doing all the msfs2020 heavy lifting and kills your fun.
It’s hard to say what helps and what hurts when Windows can suddenly need that CPU core.