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Qcumber

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Everything posted by Qcumber

  1. QVFR also works in fixed foveated mode. This means that peripheral vision is reduced. This can be set so it is less noticeable but gives you a significant performance boost. It offsets some processing from GPU to CPU. As you have a lot of CPU room it could make a big difference. Yes. Everything above assumes you (op) are using a decent cable which meets the meta link minimum requirements.
  2. I would start by making sure you have optimal settings with meta link. Inactivate any open XR layers or mods. The meta link app defaults to x1 resolution which is not the full native resolution of the headset for some reason. Set the slider to 1.5 and see how the resolution looks. From that baseline you can start to adjust for performance. With your setup you will probably need to settle for 72 Hz with reprojection most of the time at moderate DCS settings. The next thing to try is Quad View Foveated Rendering. Try this at default fixed foveated settings and see how it looks. Leave turbo mode enabled as this might help smooth things out. Are you using default meta settings? If so then next thing to try is to use Open XR toolkit to adjust the bitrate. I can manage up to 960 Mbps but some people have problems this high so try about 500. You can also reduce the rendered FOV to about 0.92x0.92 which saves a bit of performance. Can you post a screen shot with the DCS with the FPS/frame time overlay so we can see what it looks like when you get stutters.
  3. I have both the rift s and Quest Pro. I previously owned a Pico 4 which has the same resolution to a Q3. You should be able to run a Q3 OK on a 3080 but with compromises. I can suggest some starter settings if that would help.
  4. Your decoding latency is a bit high so you might try reducing the bitrate to 150, or perhaps try h264+ at 200. Have you tried enabling video buffering? This gives a smoother experience. Is that a representative test situation for you? i.e. is this average performance or is it in a stress situation? If the former then I would suggest reducing some graphics settings as your game latency is quite high.
  5. I would recommend posting an image of the in game overlay. This is enabled in the streaming options tab. That way we can see your bitrate and latencies etc. The best codec can depend on your bitrate. For example, I use h264+ with my Quest Pro. The max bitrate I can get with my router setup is about 300-350 Mbps but the decoding latency is about 13-14ms. At 200 Mbps I get a decoding latency of 8-10 ms and overall a much smoother experience.
  6. Qcumber

    Airshow Pics

    Some photos from Duxford finale air show last month
  7. Aliasing is better with DLAA or DLSS but you have to accept the (variable) ghosting.
  8. VD works best with a dedicated router. I bought my WiFi 6 router for about £40 and don't run anything else from it. It's connected to my pc by ethernet cable and is about 2-3 ft from my headset. https://amzn.eu/d/4QBvsbN WRT meta link are you using a decent cable? I use this one from Amazon. https://amzn.eu/d/26BjWcA
  9. Qcumber

    Airshow Pics

    It was good thanks. I got a few good pics but have not had chance to post any yet. I'm off this week so will upload some.
  10. XR necksafer is the one to use now. https://gitlab.com/NobiWan/xrnecksafer
  11. By my reckoning this means that your output resolution will be about 2300. I'm not at my computer but I think the resolution at x1 in meta link is about 1750. So 1750 x PD 1.3 = 2275. Ideally you want to aim for the native resolution of the headset x1.5 for a total of 3312 (2208x1.5). This is the "godlike" setting used in Virtual Desktop. It will make the image look a lot sharper and more detailed and spotting dots should look a better size. You can set the resolution in OTT but leave PD at x1 in DCS. If your base resolution is 1750 you will need to dial in x1.9 in OTT to get 3312 pixels. Have you tried using QVFR? You can use this to set the centre resolution to x1.9 and leave the periphery at x1. This would give you centre clarity without impacting too much on performance.
  12. What are your settings in meta link? Do you have the resolution slider set to 1 or pushed to the right for max resolution? Any other supersampling via Oculus Tray Tool or oculus debug tool? The reason I ask is that it is difficult to compare between headsets without knowing what the final supper sampled-resolution is. For example, someone running a Q3 with an output of 2700 pixels is going to see bigger dots than someone running at 3500 pixels. I run my Quest Pro at 3500 pixels (centre Res equivalent via QVFR) and the dots don't look too bad.
  13. What headset are you using? If possible avoid using Steam VR. QVFR works very well with Virtual Desktop including turbo mode. You might want to try that.
  14. That's a good point. It's all about getting the right balance. I have some microstutters in some situations. Not too bad but I might try dropping landscape textures to low again to see what it does. For me I find that pushing centre resolution (QVFR) to the equivalent of about 3500 pixels and MSAAx2 gives me the right balance. 72 fps with some GPU headroom. Edit: dropping landscape textures to low makes no difference for me in terms of performance but does not look very good (tested on Normandy 2 map, 109, "Defence of Amien Glisy").
  15. I am surprised you need such low settings considering your system specs. Have you tried changing any of these since the recent updates?
  16. Quest Pro with 4070. QVFR is my compromise which allows me to get good performance.
  17. ASW works fine with turbo for me too. It wasn't always that way but for the last few months/updates it works very well. The harsh reality is you can't run a Q3 with your GPU without some compromise. The main reason I switched to the QP is for the eye tracking so I could make best use of QVFR. It is annoying that Meta have not released another headset with eye tracking.
  18. A lot has changed in 2 years. Too much to summarize here. I would advise going back to basics on your setup. Make sure DCS is clean with no mods. Just use meta link and OTT/ODT to set super sampling. DCS runs via open XR API now via meta link runtime.
  19. Just to feedback that performance in VR is a lot better since the November update. GPU and VRAM are not maxed out. I am finding that CPU use is much greater across all cores. I am using VD and QVFR with Quest Pro.
  20. Yes. Texture set to high. I suspect this depends on the module, map and assets. However, comparing the situations a fly in the VRAM use doesn't max out all the time. I need to test it more. I'll try to post screen shot of MSI afterburner monitor in different situations.
  21. I am seeing much better VRAM control since the last update. It used to reach my 12Gb limit very often. Now I often run at about 8-9Gb.
  22. DCS used to run via open VR API but now runs through open XR. Steam VR is the runtime not the API. You can still run DCS through steam VR using open XR.
  23. So your overall resolution is about 2700 (2112x1.3). Try 1.5 in OTT to give you about 3200 and see how the dots look. Anything less than about 3200 pixels looks quite mushy.
  24. I use QVFR so the centre resolution is set so the whole screen equivalent would be about 3500x3500. The periphery is set to the equivalent of about 1500x1500. This means that the centre is very sharp and small dots but the periphery is less sharp and larger, blurred dots. I can maintain 72 fps with this setup in most situations. Without QVFR I would need to run at 36 fps with reprojection.
  25. What is your resolution set to? At lower resolutions the dots will look much larger. I have mine set to about 3500x3500 (equivalent) and the dots are small and "realistic". [I am using QVFR though which creates issues I have stated elsewhere in this post]
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