WMR Scaling and Dev Tools - Some Explanations

Check out his post history, there’s definitely info in there that can be applied across all. In this case, I believe the equivalent of the SS setting he’s referring to would be found in the Oculus Tray Tool. (Not an Oculus user, just spend way too much time on VR related forums.)

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(EDIT: I’m not a techie. If anything in here is inaccurate, please let me know!)

CptLucky’s guides are amazing and super helpful, but they assume some basic understanding of what OpenXR even is. I spent hours messing around to understand what is now obvious, so I wanted to offer an explanation for dummies like me.

In the terms I understand it, “OpenXR” is a way for the simulator to talk to your headset using a set of commands that are the same regardless of the headset you’re using. That way Asobo doesn’t have to change the simulator every time a new headset comes out.

If you have a WMR headset, you have a choice of two implementations that you can use: WMR/Microsoft’s default, or Steam’s version.

The first OpenXR implementation comes with the WMR runtime. This is the thing where you launch into the Cliff House. If you’re using that, you can change settings in Steam VR all day and all night and it won’t do anything at all to MSFS.

This default implementation works TERRIBLY. This is why some people are posting that VR is unplayable, and others are thrilled. By default, it is trying to render the full resolution of the G2, which even my 3080 can’t do. Or, you can set it to let Windows decide the resolution (“Adjust Display Resolution->Automatic upscaling”) in WMR settings, in which case it creates a blurry mess.

The FAQ recommends downloading the Open XR development tools from Microsoft, but doesn’t explain why. There are two reasons.

First, you can set a “custom render scale.” This really important. This is the “render res” above, except in pixels, instead of % in the tool. I set mine all the way to 50%. The recommendations from CptLucky are probably smarter.

Regardless, it is important to understand that you’re not really cutting your resolution in half when you do this. Instead, some magic happens. It upscales the 50% to 100% using some magic algorithms. Personally I then set in game scaling to 100%, and that looked really good to me, believe it or not. Like, magically good. The suggestions above are probably even better.

There is a second reason to use development tools. If you allow it to use the pre release version, then you can force motion smoothing/reprojection. This is more magic. If your GPU can only hit 45 fps even with reduced render scaling (like my 3080), it magically inserts every other frame by drawing and “average” image to bring you up to 90 fps. It’s good, but not perfect. Some people don’t like it, maybe because the base frame rates are too low, but for me it brings that silky smooth 90 FPS experience, especially in the cockpit where any lower FPS breaks immersion and makes me queasy. And it smooths out the world too. The only visible distortions for me are right around the edges of the propeller, which I can live with.

Before I figured this out, I did the same thing through Steam. That involves switching to the Steam open XR, instead of the WMR one. (SteamVR->Settings->Developer->Use SteamXR). Now the Steam VR settings will actually do something! (If you open the WMR application after doing it, it will suggest you switch it back. Or you can do it through the registry. There are instructions out there on how to do this.)

Having now compared the two at identical settings, that is with reduced resolution, and motion smoothing/reprojection, Steam OpenXR does a better job than the default WMR OpenXR.

But the preview version of development tools OpenXR does an even better job. It’s brilliant. I went from being very frustrated over VR in the morning yesterday, to being absolutely astounded. I flew around my home state of Colorado last night until my eyes bled.

NOW you can take CptLucky8’s advice.

I hope this helps at least someone!

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@CurdledTree18 Wow, you’re a real good person for writing this up. Thank you!

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I actually read it the other way around so some clarification would be appreciated.

Thanks Curdle, well explained , I’m using a G2 with a mixture of others settings and your openxr settings. It’s like a different sim from yesterday’s stuttering mess. I’m very impressed. :blush:

Thank you for your detailed explanation of OpenXR, it is spot on and you are right it is sometimes confusing. Actually during the beta it has been discussed and explained a lot, and I’m now trying to re-post the relevant information without the beta details which are under NDA.

Now you’re using a different approach (TAA100+SS50 with a G2 for example) which is the same approach I’m also recommending for best EFIS clarity with the Index (TAA100+SS78 with the Index), and this is the point I’m highlighting: EFIS resolution depends on render resolution, not post-processing resolution.

In other words:

  • For best EFIS clarity: TAA100 is paramount, then adjust SS to what your hardware can bear and forget about achieving both inside and outside clarity if your hardware can’t.
  • For best outside clarity, set higher SS (100 for the G2, no need above) and adjust TAA to what your hardware can bear.
  • For best clarity inside and outside (balancing one and the other always) maximize the difference ratio between TAA and SS to an optimal point (which will invariably be TAA60 or TAA70 with higher SS)
  • Otherwise purchase the fastest hardware you can get and be done with settings (TAA100+SS100)!

NB: I have very quite good results with the G2 with TAA110 + WMR SS50 and I’m actually torn between this one and TAA60 + WMRSS100.

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I’m definitely going to be trying your alternatives later.

And hey, everybody, I’ve got one more piece of advice: Don’t try to put up an FPS counter in VR and drive yourself insane trying to wring out every 1 fps increase with tiny tweaks here and there. You’ll never actually fly. Load up the sim, choose an airport, and resist the temptation to take off your headset to go back to dev tools, or to hit escape and mess with graphics settings once you’re “close enough.”

You can see that others (CptLucky etc.) have done this work already, and “good enough, with hours more to fly” is way better that “perfect, with hours wasted getting it there.” Although–I have a funny feeling that some people actually enjoy that.:slight_smile:

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Motion smoothing/motion reprojection/ASW (Oculus only) are the same thing I think. I see a massive improvement on my G2 with this enabled with little drawback. I’m curious why the captain, who understands this better than I do, recommends turning it off.

Interesting - I’m going to have to give 110/50 a try!

Quick Q - I haven’t had a chance to look, but is WMRSS100 in the latest Dev Tools setting the post-process resolution back to 3164x3092 as it was in v103?? Or does the scale of WMRSS still depend on your VRAM, like in v104?

Yes exactly! I’m glad my suggestion 2 days prior release has been included so quickly (might just be a coincidence as well!)

I’ve posted this here:
https://forums.flightsimulator.com/t/my-2070-super-vr-settings-and-suggestions-valve-index/321913/112

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Ha. Yeah. Either the OpenXR devs were already thinking about it, or you have some serious influence at MS you didn’t know about! :rofl:

Guys this is some serious good stuff! Would anyone mind to translate this into oculus world? Should i be using 70% in game resolution scale and 1.1 super sampling in oculus tray tool? thank you!

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@wheeliemonsta All bets are open, I don’t know. I’ve also directly contacted a developer in the WMR group via reddit and he has quickly answered too. Now I just wish they’ll also address the other bug I’ve documented to them about the anti-CA process they’ve recently added into WMR and making the G2 more fuzzy than what you’d expect…

Thank you for your kind words! I wish I knew but I honestly even block FB domains at the system level… Having said this, I believe this is done in the tray tool and I’m sure this is documented someplace.

The latest FS2020 is now displaying the actual render resolution in the settings panel which is really helpful. The key to me is keeping the rendering resolution in a budget for my test system (9700K+2070S is fine at around 1900x1900) and then extrapolate the most I can. I can push a little more pixels with the latest WMR OXR with a slight decrease of fps but razor sharp EFIS (TAA110+SS50).

With cv1 speaking of razor sharp feels funny :grinning_face_with_smiling_eyes:

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First of all: amazing job as always, @CptLucky8, and thanks to you as well, @CurdledTree18, for the precious explanation.

However, I’m still slightly confused: Aren’t you using SteamVR OpenXR runtime @CptLucky8?! Or are your suggestions only targeting WMR OpenXR?

I’m mainly asking because I need to get SteamVR working with a reasonable performance to also get my overlays for external applications working in the cockpit…

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I haven’t tried yet, but theoretically you should be able to pin desktop windows using WMR. Hit the windows key, I believe?

i have the 3090 with g2 and i cant have good experience with fs2020. i have my settings on high mixed to medioum. In the game 80 % render and open xr default 100%. Do you suggest 50 % on xr and 100 % on the geame render?

It’s nothing but bad against what I’ve posted here… SteamVR + OVR Toolkit is just the gold standard IMO.