No, it either tanks to around 15 fps or so and stay that way (meaning I have to restart the flight) or it will stutter just for a second or two and then recover back to normal.
Not trying to discount what great performance and great visuals you are getting, I’m sure it’s awesome and I agree that 2020 has better performance, but the reason I was asking about DLSS is because the Performance preset is a downscale to 0.5 the resolution, and then an upscale to what the headset is asking for.
So by doing 2x the headset resolution and then doing 0.5 downscale->upscale with DLSS you’re basically just getting the headsets native resolution with some AI antialiasing throughout.
This is probably all stuff you already know but I wanted to make it clear because the baseline at 2.0x render resolution is really high if you don’t include that DLSS quality level you are using.
But yeah, it seems some improvements could definitely be made with 2024s VR rendering.
Posting my render resolution as you asked:
I get good visual quality and mostly good performance with 2720x2976 per eye, DLSS on Quality, and using QuestLink with ASW on 45Hz through Oculus Tray Tool. That’s all. I may try OpenXR toolkit soon but there was issues with it last time I used it.
Nice, thanks for that. DLSS allows a ‘cheaper’ way to get to 2x than native, that’s right, so it’s a game changer for VR, in a positive way. Rendering double the render scale and then using DLSS performance is not at all equivalen to just rendering at half the scale - that’s the ‘magic’ of DLSS - its not as good as native, but, its much better than the lower resolution. That’s literally its purpose.
I’m glad you’re happy, but, if you rendered at 4000px or higher and used DLSS performance, it would look better than it does now and you might even get the same FPS. I am able to get 45fps in 2024 but at a much lower resolution, and without motion reprojection, and with much worse trees than in 2020
I tried out a 1.5x render with ultra performance (0.33 DLSS) and it was basically the same quality and performance as my settings. I’ll play with it a bit and see if there’s a render ratio and DLSS setting that fit my system. I’m running a 4070 Ti Super 16GB with a 14700k processor
I agree, with some comments:
-
In MSFS2024 the VR pacing is more fluid (probably due to better CPU muliticore handling) when compared to MSFS2020, so for gentle (no dynamic manoeuvres) flying the perception of the movement (both plane and head) in MSFS2024 is more acceptable and pleasant even with lower FPS. It may be resulting from way less add-ons I have in my Community folder in 24, to be verified.
-
MSFS2024 offers more eye candy, so the settings in 24 doesn’t directly translate to 20, which makes any FPS comparison tougher. The same setting for trees in 24, results in way more polygons to be handled compared to 20, not to mention better visual results.
So the objective measurements of FPS are important, but subjective perception tests (clarity, shimmering, smoothness, scenery and lightning quality, with FPS counter disabled) are also necessary.
Super sampling above panel physical resolution is not only necessary for better clarity but also for lens distortion correction, for example Pimax Crystal has panels 2880 x 2880 per eye, while default resolution is 4312 x 5102 per eye.
7800x3D, 4090, 32GB RAM
A2A Comanche
Pimax Crystal Original
Option 1: DLSS Performance, profile F, supersampled to ~4500 x 5324 per eye (equivalent of ~six 4K flat displas, this is huuuuge resolution)
Option 2: DLSS Quality, profile E (default), default res. ~4312 x 5102 per eye (equivalent of ~five 4K flat displays, still huge resolution)
FPS in MSFS2024: 30-45, very smooth, minimal micro stutters
FPS in MSFS2020: 35-55, frequent micro stutters
Generally I agree that MSFS2024 is not at all optimized for VR, they don’t have dedicated VR developers any more and the VR functionality is just dragged from the initial implementation in MSFS2020 as done 4 years ago ![]()
We should be happy that it still works at all…
This Sim ist simply terrible and not Optimized for VR Jörg is simply lieing at all of us when he said Vr is important etc. He was also lieing in case that 3rd Party Software is working in the new Sim.
Iam on a I7 12700k with 3080ti and 32gb ram on Quest 3 with VD
With AutoFPS running i dont come over 30 FPS in the Fenix and my Settings in the Sim are middle or low.
The FPS Jumps down to 20 than 32 always Jumping
Espercially on the Groud sometimes they drop to 15 than to 32 but the Most time in the 20´s with Ground and Live traffic off.
Given that the devs didn’t appear to have time to even test the sim, I’d be amazed if they’d found any time to spend on the optimisation, which is often a very late step in the development process.
That should give us some hope however, that there should be a load of room for future performance improvements.
Glass half full as it were. ![]()
The next fact is and this is since 2020 that the Cockpits are too Dark and the Clouds even too bright.
Which do you prefer?
Currently I’m torn between DLSS Performance at native resolution and Performance with preset F, or resolution at 4612 x xxxx , also at Performance and preset F. One gives me just enough headroom (up to 48-50 fps) to maintain half refresh rate of 45fps in most scenarios and smoother gameplay, the other gives a bump in clarity but larger dips in FPS. DLSS quality and preset E is good, but around 42 fps, shy of locking at half frame rate and the resultant smoothness. I keep trying motion smoothing on with my Crystal OG also when I can, but its always hit or miss for me.
5800x3D, 4090, Crystal OG, Win 10 64 GB RAM.
I prefer clarity over FPS, as long as the FPS are smooth and above 30. I don’t aim at 45 FPS, I don’t consider Pimax Smart Smoothing implementation good enough to aim at it. At 72 Hz in Pimax Crystal I perceive strobe effects in bright areas, so I don’t use it also.
DLSS Performance without supersampling way above the Crystal native resoultion (4312 x 5102) is not clear enough for me, I want to use all these expensive pixels and lens quality of the Crystal, for which I paid quite a lot.
The difference between the two options I use are rather subtle, I need to fly more before deciding.
This is great, but, a few important observations on your comments:
- poor frame pacing / timing can be improved with tactics like using rivatuner frame timing
- stutters are often not because of the game but a bad match between the FPS the game is providing and your headset refresh rate. you should always shoot for a multiple of the headset frame rate, not a ‘range’ or ‘best possible’. for example, 50fps is ALWAYS worse than 45 fps for a 90hz headset. dont believe me? try locking at 45.
- if you consider that staying at a multiple of refresh rate always looks better (it does), fps matters a lot. its not subjective, you always want to be not above, or below, but exactly at one of those rates. it objectively looks better.
- tests need to be conducted in one area, say over wooded scenery, not in a variety of areas.
- your CPU almost certainly benefitted from some of the multi-threaded improvements (lucky you!) somewhat plastering over the massive FPS drop for GPU limited setups.
No way for me to consistently maintain half refresh rate (45 FPS) with the resolution/clarity I expect. While being below this value I subjectively perceive MSFS2024 with lower FPS more fluid than MSFS2020 with higher FPS.
As 4090 allowed decent VR on high resolution headsets for MSFS2020, I hope 5090 will do the same for MSFS2024. This brute force method is necessary to go around the lack of proper VR care by Asobo/MS, for example lack of QuadViews support which provides huge FPS boost in DCS for the headsets supporting eye tracking (like Pimax Crystal).
BTW, both in 2020 and 2024 I’m GPU limited.
I’ve been pretty happy with my VR experience lately with the settings below. Started with DLSS on Quality then switched to DLAA at 4:24
PC specs:
5800x3D
4070Ti Super
32gb ram
VR Headset: Quest 3
Virtual Desktop settings:
VR Graphics Quality: Ultra
Spacewarp: Always enabled
VR Frame Rate: 120 fps
VR Bitrate: 120 Mbps
VD Sharpening 60%
OpenXR Toolkit settings:
Fixed foveated rendering: Quality preset, Wide
Cull outer mask: Yes
Upscaling/Sharpening: Off
Render resolution 2688x2784
DLSS v3.8.10.0
DLSSTweaks: Profile F
Any tips or suggestions are welcome
a little off topic, but those voices in career mode (@9:26) are so cringe.
It’s like watching Sesame street.
I fully agree to youre point and have been doing this for a long time.
But ist all about compression
I fly now TAA at 3300/3300 ish and its amazingly sharp and good. Framerates are identical for me compared to 2020. However 2024 has way better visuals, traffic etc then 2020 so I dont think you can really compare. Just my thoughts…
shocked you get the same framerate with those settings in both - even close to the ground flying near trees and photogrammetry? this is somewhat encouraging if true.
what are your fps?
Terrible! The problem we are experiencing with the fps and the ram! It is disappointing
Ah now I see your FPS goes from 55 to 35 - you really need them locked, and 35 FPS is a disaster in my opinion. Very stuttery. 35 FPS @ 2700 px with DLSS on is about right - really really bad in my opinion. I’d get 45 fps at 5500px solid flying fast near the ground in 2020 albeit on a 4090. But you would also get much higher FPS or res in 2020. So… yes you might think its ok… but its actually a massive downgrade.
With the Crystal there is also the option of 120Hz. I have tinkered with it a bit and even without frame locking it does seem to give a perceptible improvement in smoothness.
Following on from FlyWithNick8888’s comments, I’m going to try 120Hz locked to 1/3 refresh rate, i.e. 40fps and do so with Riva Tuner, to get it precise. And then try 90Hz at 1/3 of 30fps.
Back when I was still using a G2 in FS2020 and before I had a 4090, I found 30fps quite acceptable (albeit with motion reprojection).
30fps constant in FS2024 at 90Hz should be fairly easy to maintain with much sharper settings, settings that are too taxing for 45fps. Maybe start with DLSS Quality at “native” 4312 x 5102 and see what happens, might even be able to get away with DLSS super quality in DLSS Tweaks.