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Qcumber

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Everything posted by Qcumber

  1. 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").
  2. I am surprised you need such low settings considering your system specs. Have you tried changing any of these since the recent updates?
  3. Quest Pro with 4070. QVFR is my compromise which allows me to get good performance.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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]
  13. This is what the change log says. "Spotting dots size in VR adjusted to be smaller in certain cases based on feedback. We are still working on different preset logic for VR. (Please be advised that setting “Improved spotting dots” does not affect presence of spotting dots in VR, please read the setting tooltip)."
  14. The improved spotting dots toggle does not work in VR. The current scaling is being developed to support different types of headsets. This has been discussed in the thread in the VR bugs section.
  15. The way I deal with is like seeing something out of the corner of your eye. Peripheral resolution (outside to fovea on the retina) is lower so your eyes see peripheral objects as more blurred and "blocky". Maybe it is more realistic!? I suppose it depends on the size of the centre resolution in QVFR.
  16. Just tested it with Quest Pro and Virtual Desktop at Godlike. QVFR centre at x1.1 and periphery at x0.5. The dots look better in the centre Res but there is still the switch to a larger, blurred smudge in the periphery. Not game breaking, but it would be nice to have the dots remain the same. I'm not sure if that is possible though.
  17. You system is limited by the headset refresh rate so will never go above 72 fps. There is no reason the cap above 72. Anything below refresh rate will result in stuttering unless you enable reprojection (ASW).
  18. Is eye tracking enabled in meta developer mode? You might be running in fixed mode.
  19. Just installed reshade and it works on the screen mirror but not in VR. I have tried meta link and VD. Any advice would be great.
  20. The stutter was likely because you had capped the fps below the refresh rate of 72Hz. If you use OXRTK to limit FPS you can gradually drop from 75Hz and see the stutter kick in at 71/72Hz. Just leave FPS uncapped.
  21. N2 is a great map. Much better optimisation than The Channel and sounds like it will get better with the next update
  22. Yes but there is less detail around East Kent than The Channel map as this is part of the overlap. UM appear to be adding more detail here though with more airfields etc.
  23. No. You can still get the full N2 map for $14.99 if you own The Channel map. That's what I did.
  24. Just tried it. Annoyingly it does not work with Quest link and DCS. It is also limited to 1080 and 60fps
  25. The best way to approach VR these days is minimalistic. Only use add-ons if really necessary. All I use now is QVFR. I am hoping (based on comments from mbucchia a few weeks ago) that QVFR will be incorporated into Virtual Desktop in the next (+1) iteration.
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