

gwizdek
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Everything posted by gwizdek
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Sorry, you are imagining things or didn't pay attention earlier, or had strange reprojection settings. SteamVR: set your Index to 90Hz, 100% global resolution, 100% per app resolution. Disable motion smoothing (reprojection). DCS: disable antialiasing and DLSS. Adjust sharpness slider to yout liking. Verify that you have Pixel Density set to 1.0 on VR tab. Check your FPS. You should get 90 frames per second on 4090 easily. Increase SteamVR per app resolution for some supersampling. You could also: add your DCS instalation folder/Saved Games/DCS folder to exceptions in antivirus software. check Windows HAGS (on or off) - restart Windows after each change. run with OpenXR API via DCS MT (this should be default by now) Always try to match your game FPS with your HMD refresh rate (with some headroom). Using motion reprojection makes the image less sharp than without it. When your HMD is set to 90Hz, for the MR to work fine, you should be rendering at about 60FPS (you need some margin above 45FPS). Edit: Don't try to run DCS at 144Hz as it's simply to taxing for the CPU. If you can get DCS to run at 90HZ/FPS, that will be perfectly smooth. Also try 80Hz if needed.
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I think it's coming in the next video where he's going to compare Q3 with PCVR headsets.
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Reverb G2 refresh rate and refresh rate questions in general
gwizdek replied to Richard amo's topic in Virtual Reality
Agreed. Rivatuner does better job than Toolkit in my experience with G2. Set HMD to 90Hz and cap frames to 45 which is 1/2 refresh rate. You will see double image while translating left/right in cockpit and looking to the sides on fast moving objects on the ground, but frames will be delivered consistently. This option is less demanding on gpu than reprojection as for reprojection to work you would need to be able to render about 60fps normally. If you can maintain 60fps, for smooth experience you can either: - run in 60Hz mode with panel flicker - run with reprojection , but you will loose some image sharpness (if you are after max sharpness don't use reprojection in general) -
I want to know the difference between runtimes (Varjo Base vs WMR), without eye tracking obviously as DCS is just one of few games that make use of it atm.
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Can you compare performance between G2 and Aero with the same megapixels per eye res., like 15MP per eye? With the same DCS/OXRTK settings of course.
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Can the Reverb G2 controllers be configured under OpenXR?
gwizdek replied to Bowman-011's topic in Virtual Reality
There is a new version of OpenComposite made for SkyrimVR that has sticks deadzone adjustment and laser pointer orientation fix. Maybe it could help if you're still on OpenComposite. https://www.nexusmods.com/skyrimspecialedition/mods/85389 -
Query regarding resolution settings in performance toolkit
gwizdek replied to markturner1960's topic in Virtual Reality
Why 55 and not 90 / 2 = 45? Is this driver version any better than the other versions? -
Ever since ED changed VR subforum location, I keep forgetting where it is. I don't get how it ended up under General Off-Topic Discussion, when 95% of the topics here are in context to DCS World. If we can navigate to VR Bugs, which is a subforum of this forum, straight from DCS World 2.8, then the VR subforum should be there too, just under Multi-display Support. VR is more of a output device for us than an input device anyway.
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Exactly. Ideally for VR we would want to specify rings of DLSS modes: - 25% ring - no DLSS - 50% ring DLSS quality - 70% ring DLSS performance it's probably not feasible though.
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I don't know if it still works. Tried once without success about 2 weeks ago, but I was on MT version and my wingman was on ST, so it could have impacted. There was/still is? an issue with buddylasing in general with MT
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This might help you: Adding maxfps to autoexec.cfg (like below) strangely dosen't do anything for me options.graphics.maxfps = 45
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fixed Different illumination levels in right and left eye
gwizdek replied to Ruda_Malpa's topic in VR Bugs
Looks like it's disabled in Config\graphics.lua --in stereo and hmd mode you can try to use single parser for both eyes , by default is false , comment to enable it or set to true stereo_mode_use_shared_parser = false -
To add: I have noticed that after update mouse cursor has different sensitivity horizontally than vertically. Now it's 1:1 on my 3440x1440 monitor mirror (full screen enabled), but in HMD vertical axis is mouch more sensitive.
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Target Identification on Shkval
gwizdek replied to zeitgeist's topic in Su-25T (Free with DCS World)
In VR you can see them from 40km as a shimmering black dots even through clouds (no, I don't have labels enabled). When you know where they are it's easy to point shkval at them. Maybe it's some kind of feature... -
I also limit framerate to 45fps. It's never going to be as smooth as reaching 90fps or 60fps with 60Hz mode of G2, but I can't get even to 60fps with decent image quality, so I use 45fps limiter. I tried different ways to limit fps with varying results (described here)
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I'm using G2 with OpenXR so it's probably different but: 1. setting max refresh in NVCP doesn't do anything for me in VR 2. setting max refresh in DCS\Config\graphics.lua file maxfps = 45; does limit FPS and I get pretty ok flat fps graph in ingame counter (Ctrl+Pause), but... , the view in headset is terrible - stutters all over the place 3. setting max refresh in OXR Toolkit seems fine, although I can see that the ingame fps graph fluctuates slightly between 44-45 fps and I get a stutter now and then 4. setting max refresh in Riva Tuner Statistics Server (usually works with MSI Afterburner, but can be downloaded separately). This is what I do, because it gives me more stable 45fps and I can see it's really better in the headset. For those that don't like seeing CPU bound in ingame fps counter it's even better - you get GPU bound message Just be sure that you can render at say 50fps without throttling down to 45fps to have smooth experience. null
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CPU Bottlenecking in MT and VR - possible Solution - worked for me!
gwizdek replied to Leafcutter1008's topic in VR Bugs
VR is different story for everyone. WIth all the variables in place (PC hardware / HMD, personal preferences), it's next to impossible to recomend anything specific. My guidelines (I have HP G2) General: - set Pixel Density to 1.0 and use SteamVR / OpenXR Tools for Windows Mixed Reality to set resolution (just to have one often forgotten variable less) - opened OpenXR Toolkit overlay will lower your framerates. Set what you want and close it. If you want image sharpness: - dont use any MR - use OpenXR - use OpenXR Toolkit, enable CAS and set sharpness to 100% - if you can handle slight flicker, you can use 60Hz HMD mode if your FPS are consistently above 60 (for smoothness). The flicker is less visible in dark enviroments, so adjust gamma or use OpenXR Toolkit filters/postprocessing - if your FPS is in range of 45-60, use some software to cap FPS to constant 45FPS (I mean half refresh rate of your HMD). I recomend using Guru3D RTSS Rivatuner Statistics Server for it. This will reduce variable choppiness. Don't use OpenXR Toolkit FPS cap setting for it. (in two above cases, any FPS headroom you have, you can use for better graphics settings in game) - if you can't see max FOV your HMD can provide (head shape/ glasses), use OpenXR Toolkit FOV setting to reduce FOV as it will act like another supersampler (it will squeze pixels to your reduced FOV increasing sharpness)- 37 replies
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- cpu bound to mainthread
- bad vr performance
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In my experience it's better to use RTSS Rivatuner Statistics Server to limit FPS than the one from OpenXR Toolkit which doesn't work that well.
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I'm on 5800x3d , 3060 12Gb and G2. The FPS counter strangely shows CPU bound but when you use something like RivaTuner Statistics Server to cap FPS to a lower value than the one shown in counter (let's say 45 to get 1/2 G2 refresh), then the FPS counter will start showing GPU bound and in addition it will show your theoretical max FPS - which is 200-300FPS for me So don't worry. MT is working as intended. Better check your GPU usage in said RTS Server / MSI Afterburner. I'm hitting 99% GPU usage and there is nothing more I can do, but to wait for 4080 to drop price....
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It seems there will be an option to run DCS with or without MT. I'm guessing DCS with all 3rd party planes / maps / campaigns and community mods, can't be reliably tested (end to end) and many people will have problems, so ED will introduce MT to let devs/modders gradually bugfix their work and a fallback for those that are not able to play because things broke.
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It's upside down for me too. (Reverb G2)
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For this config to run: - open SteamVR, go to options->developer and set SteamVR as the used runtime for OpenXR - have OpenXR Toolkit installed - use "--force_enable_VR --force_OpenXR" params when runing DCS (like you would, when using the new native OpenXR implementation in DCS) - turn on reprojection via WMR for SteamVR menu - set your OXRTK preferences as usual The game resolution is based on SteamVR options (not the OpenXR Tools for Windows Mixed Reality app) Anyway, for me, the best result is still to use 60Hz, no reprojection, OpenXR with Toolkit and try to hit that 60FPS for smoothness. It's smooth if you can manage to get that 60FPS, but on RTX 3060 and Reverb G2, that's not an easy feat.
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New revelation for me today. I was not aware, that you could run SteamVR and have OpenXR Toolkit too. So It's possible to have SteamVR motion reprojection (currently superior to openxr one regarding artefacts) and CAS sharpener/ FFR shader from OpenXR Toolkit. I'm currently testing 60Hz Reverb G2 mode with SteamVR motion reprojection (so 30FPS) and CAS / FFR shader EDIT: The OpenXR runtime is still much sharper for the same FPS though
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Since I moved to native OpenXR (with OpenXR Toolkit), I noticed that sometimes when starting the game my view inside HMD (Reverb G2) is upside down and facing back (the desktop mirror is ok). Usually changing game resolution in options or changing render scale in OpenXR tools for WMR fixes this. Today I noticed one more thing - even if I manage to have right picture orientation, the HMD mask (shader) is upside down. Is anyone having this? nullnull
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The Pico 4 guys almost did it. They just forgot to include DP cable... For G2, I would check if my IPD is not to wide. 68mm max by the specs (I have 72mm and I'm on the edge)