Currently running DX11 with RTX4090 and Intel 13900 CPU at 5.5Ghz. Reverb G2. Nvidia driver 536.99. OpenXR toolkit and WMR. Do you recommend going DX12? if so, what are the optimum settings within MSFS and what Nvidia driver is working the best with DX12?
If you plan to use Frame Generation with your 4090, then you need DX12. If you don’t plan to use FG, then use DX11 for now. I have the 3080Ti. I use the latest driver. Leave the headset at 90hz and maximum resolution. Nothing to set in OpenXR Dev Tools. I don’t use Motion Repro, and I don’t select Prefer Framerate over Latency. Nothing to set in OpenXR Toolkit. I have it disabled right now.
In the game I prefer DLSS Quality, no sharpening, Reflex = On + Boost . TEXTURE RESOLUTION = LOW. Or medium at most. No Anisotropic Filtering. No SuperSampling. Shadows and Ambient Occlusion low or off. I stay above 35fps with this setup.
I found that MSFS SU14 improved DX12 performance noticeably and now I prefer it over DX11 for running my G2. I don’t have any specific settings for running either mode. Bottom line is you should try both and decide which is best for you. Note that it’s advised that you clear the Windows DirectX cache when changing MSFS between DX11/DX12.
My current VR settings includes using the MSFS VR setting Reprojection Mode Depth along with using an external FPS limit of 45. As usual, it’s always YMMV.
It does now, but you need the Open XR Toolkit Companion. There is a setting ingame using the overlay. It’s not perfect yet but so isn’t the whole VR experience in MSFS. It’s a matter of taste and preference and any settings are compromises.
Nvidia frame generation does not work in VR. What works in VR are Motion Reprojection algoritmhs provided by headset vendors under various names (WMR/Reverb G2: Motion Reprojection, Pimax: Smart Smoothing etc.). OpenXR Toolkit helps controlling WMR MR, but is not necessary for it (you can also use OpenXR for Wndows Mixed Reality). OXRT It’s not required at all for non-WMR motion reprojection algoritms, like Pimax Smart Smoothing.
Quote: System tab: (…)
** Motion reprojection (only with Windows Mixed Reality): Enable overriding the Motion Reprojection mode. Default means to use the system settings (from the OpenXR Tools for Windows Mixed Reality).*
Lock motion reprojection (only with Windows Mixed Reality, when Motion Reprojection is forced to On): Disable automatic motion reprojection adjustment, and lock the frame rate to the desired fraction of the refresh rate.*
The only thing frame generation will do in VR is double the FPS of the 2D view of your VR session on your monitor, ie. who cares. As already stated, it doesn’t actually do anything in your VR headset itself.
Copy all. Thanks. I am using OpenXR with custom render at 150% Motion Repro disabled and Frame rate over latency unchecked. Additionally, I use the OpenXR Toolkit to tweak LOD and contrast/colors. Nvidia driver is now 546.09 resizable bar on. Running Reverb at 90hz max res. MSFS DX11 and VR settings are DLSS Super Resolution/quality AMD sharpening 120/world scale 99 and TLOD at 155 V-sync off/rolling cache off. Pleased with smoothness but clarity at distance is still a bit underwhelming which may be a function of the G2 and state of VR in MSFS along with limiting LOD as a tradeoff. The G2 has been great except for periodic blackouts for a couple seconds typically on final approach at payware/high graphic airport environments. I keep my volume down below 50%. If there are any suggestions on how to prevent G2 blackouts please let me know.
Also, I recently saw where Islandsimpilot is using Nvidia hotfix driver 551.46 with amazing results in 2D. Might give it a shot in VR.
You mean the resolution override in OXRT, I guess. It isn’t controlling “terrain resolution”, but the overall image resolution displayed by the headset.