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recoilfx

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Posts posted by recoilfx

  1. On 10/25/2023 at 6:57 AM, Hippo said:

    Thank you for bringing up @recoilfx 's (and recoilfx for making it) comment.  I did some more (quick and limited) testing and perhaps the increase in performance from QVFR wasn't as great as I first thought.  I tested with DLAA + QVFR, DLAA only, and MSAAx4 only, with these settings and mission (up to end of first turn) and see the results below.

    Only with QVFR can I maintain 72 fps throughout.  The GPU util is visibly lower with QVFR, but not by as much as I was expecting.  I can't hit 72 fps at all with MSAAx4.

    CPU core 28 (and perhaps 11 and 12) is visibly busier with QVFR.  Core 9 or 10 is usually the main(? most busy) core.

    There is no shimmering with DLAA, whereas it is quite visible and distracting with MSAA, including flickering ground shadows.

    @recoilfx I'd be interested if you could point me to a mission and settings where you see worse performance with QVFR vs no QVFR.

     

    image.png

     

    @HippoThe few benchmark missions I always test are F-16 cold start Nevada instant action, and Huey Mariana Island take off instant acton. You can also create a quick mission to fly over densely populated cities like London over Normandy.

    • Thanks 1
  2. DCS running on VD has always been a stutter fest for me, whether it's Oculus runtime, or this VDXR iteration. Does any one know what's up? Everything with Airlink and Link cable works fine with no stutter.

    Network and everything is running well according to VD's debug dialog - except for game part is reporting on 28ms of lag with yellow text. I have a 5800x3d/4090 system, so it's not from lack of horsepower, and as mentioned before, Airlink and Link cable works just fine.

    I would love to use VD as the UI is vastly better than Oculus home.

  3. 3 minutes ago, Marshallman said:

    Reverb G2 V2  90 hz i think im out at the moment Id have to check on frequency..... Im still dialling loads of settings.... heading backwards now and again 🙂

    DLAA with zero upscaling  is also good...had the advice from my friend.......

    It seems I have lost foveated from Open XR its no longer on the menu ??

    Great, if you could, please check in a more demanding mission. For example, F-16 cold start Nevada instant action, or P-51D free flight Channel map (when flying over the city right at the coast).

  4. 3 hours ago, Marshallman said:

    Another game changer Guys!!!! Pixel density full right to 2.5........ thankyou!!!
    Not sure how it works on other cards but on 4090.....awesome.....and so it bloody should for the money 🙂

     

    What headset are you using? What native render res on the on your headset? Going with Oculus's 1.3x (72hz) native res, then another at 1.3PD in DCS, I basically will get the same frame time as 1.3x with MSAA2x. I have a 5800x3d/4090. For me, it's a trade off between sharpness and shimmering with msaa2x vs shimmerless, ghosting, and less sharp image with DLSS, once frame time has been equalized between the two.

  5. I am starting to think that somehow the DLSS implementation is bugged. Using DLAA only and I get smears and it's still more blurry than MSAA. DLAA is bascially DLSS at 100% render resolution, why would it look less sharp?

  6. DLSS is blurry mess for me compared to what I was running before. I have a fairly highend system, 5800x3d/4090 and I run 1.5x native render res on my Quest Pro.  With MSAAx2, the frame rate and shimmerring was acceptable.

    Enabling DLSS (quality) makes everything blurry, and I need to bump DCS's PD at least to 1.5, which makes everything somewhat sharp again. With the additional DLSS processing, I actually loose a bit of frame rate.

    Shimmering is gone, but now I have to deal with smears and still slightly blurry image. *sigh*

    • Like 5
  7. 4 hours ago, FupDuck said:

    Thanks for the reply. My specs are in my signature at the bottom of my post (3090, 5800x3d, 64 GB of ram). My settings are very similar to yours. I have already tried using only the Oculus slider to maximize the resolution, with all others at 1.0/default (that was my step 3 above, sorry if that wasn't clear). 

    With regards to your other points:

    - I am using wired link, so it's at least as good as air link. I use both. I don't think this is a factor in the current situation. 

    - My OTT settings are about the same as yours, except my FOV multipliers are much higher, 0.85, 0.95. I've tried making it smaller, but it cuts very noticeably into my FOV. I love the wide FOV of the Pro compared to the Quest 2I had before. That's going to be tough to give up (especially given that I have no problems/stuttering when using FFR).

    - The desktop resolution in the OTT settings is something I've fiddled with in the past. Setting it to minimum and maximum values made no difference for me in VR, only when playing flatscreen.

    - I had not heard of OpenXR eye trackers before. This wasn't included in the instructions for QVFR. What does this do? Does it need to be installed before or after QVFR? I would think that it l if it was necessary,  @mbucchia would have included this in the instructions. I'll try anything at this point though. I'll give it a shot after writing this post and will let you know if this works. 

     Just out of curiosity, do you have ASW enabled? What framerate do you usually get when flying low? 

    Thanks again for the detailed reply! 

     

     

    Hi @recoilfx

    I was just wondering, did you ever get dynamic foveated rendering working for you? As in, were you able to eventually get better performance with it running? Your description of the issues you had seem very similar to mine. 

    Thanks! 

    No, i never resolved it. I think that's just the way it is. Simple missions on simple maps like the P-51D free flight instant action, QVFR is great and will give me sharp visuals with good frame rates. But as soon as I move to more modern maps such as Normandy and fly near the cities, my poor 5800x3d/4090 stutters bad. Right now, I am playing on Wolfpack's WWII server and most of the time it's simple enough that I don't go below 72hz, and I really need that sharpness to identify friends or foes.

    When I go back to playing single player campaigns on modern maps, I will have to disable QVFR.

    • Thanks 1
  8. 10 hours ago, EazyE said:

    I repeatedly see all these success stories of people now being in fps heaven but something must be off with mine. What kind of numbers are y'all getting on the ground and low flights in metropolitan areas? With in game settings near the default VR which has most things set to low, I can't get above 50fps on the ground with some places dropping to 30s when testing. It's only at high altitudes I can get anywhere from 80fps - 100+.

    I'm pretty sure it's all working. The debug tool follows my eyes, calibration in Pimax play appears accurate. I've tried a wide range of numbers in the quadviews companion app from 100% to 200% resolution. No change. I think I have a pretty good system with a 4080, 5800 X3D and 32gb. Any idea what could be off?

    FPS gain with QVFR drops exponentially when scenery detail goes up. @mbucchia says it's a CPU issue due to how DCS renders. I have a 4090/5800x3d build, and I choose to run without QVFR because any mission with details runs worse on QVFR.

    • Thanks 2
  9. Ok, I'll make a statement here: If you have a fast GPU (4090), QVFR will not help you in missions that have some complexity, in fact, you'll loose performance.

    If I am wrong here, please let me know (and please post your build, before and after frame times using the F16 Nevada Cold start instant action), because I'm ready to pull my system apart to find out why I get worse performance with 5800x3d/4090.

    I run without QVFR currently - 72hz@1.3x rendering resolution on the Oculus app, and additional 1.2x with DCS - this is faster and smoother than QVFR at vanilla settings (no 1.2 PD boost with DCS, just 1.3x on the Oculus app + QVFR's 1.1x focus area multiplier).

  10. 53 minutes ago, Maksim Savelev said:

    Just wanted to clarify, I'm the only one person in here who are not pushing things from the limits. Using 4224*2128 with 72fps in Oculus software and having 1.0 multiplayer in OTT. At Rtx4090 and AMD5800X3d system. I really mean I have very smooth experience with stable 72fps in DCS running lowest settings than everyone has here. Problem is that installing Quad-Views cause these performance to drop significantly

      

     

    Well, you are not the only person with the same issue - I also have 5800x3d with 4090. My experience has been that, when a scene is more complex, QVFR is worse, no matter what I do, it increases about ~3-5ms of frame time both CPU and GPU. But in less complex scenes (i.e. simple caucaus map missions), I can crank up the visuals without as much performance decrease. My only uneducated guess is that rendering 4 views instead of 2 gets really bad when object count goes up.

    • Like 1
  11. You have a 5900x and 4090 where you are less GPU bound and more CPU bound. In complex scenarios (missions with lot of objects in view, ie, f-16 cold start @ Nevada instant action), you might not actually get any performance boost, in fact, you probably will get worse performance with DFR. You can however, crank up the visuals to insane amount in less complex missions and you won't see any blurs.

  12. Yeah, it's actually better to use frame time graphs. I assume you are using the Quest Pro, which means you can enable the performance HUD view with the Oculus Debug Tool. Make sure you select the Application Render Timing option for the performance HUD and look for the CPU and GPU frame timing. If your GPU timing is higher than CPU, then you are GPU bound and vice versa.

    Another note to keep track of is the general timing - if you are running at 72hz, you don't want your CPU or GPU timing to be more than 13.89ms (1000ms/72hz), and if you are running at 90hz, you don't want them more than 11.11ms. If your timings are more than that, the Oculus runtime will half your frame rate to run in reprojection mode(hence GPU usage drop).

     

    1 hour ago, skywalker22 said:

    Indeed my GPU is at max 40% 🙂 which apparently means I am CPU bound. 

    thx for simple explanation.

     

    1 hour ago, edmuss said:

    What FPS are you achieving, with what headset, refresh rate and GPU?
    Note that if you're using reprojection that will also drop the GPU usage because it's only got to achieve half of the refresh rate.

     

     

    • Like 1
    • Thanks 1
  13. Yep, here is a full copy and paste from the most up to date log file:

     

    2023-07-21 15:01:08 -0400: XR_APILAYER_MBUCCHIA_quad_views_foveated layer (v1.0.1) is active
    2023-07-21 15:01:09 -0400: Using layer: XR_APILAYER_MBUCCHIA_quad_views_foveated
    2023-07-21 15:01:09 -0400: Using layer: XR_APILAYER_NOVENDOR_XRNeckSafer
    2023-07-21 15:01:09 -0400: Cannot satisfy implicit extension request: XR_EXT_eye_gaze_interaction
    2023-07-21 15:01:09 -0400: Requested extension: XR_KHR_D3D11_enable
    2023-07-21 15:01:09 -0400: Requested extension: XR_KHR_visibility_mask
    2023-07-21 15:01:09 -0400: Requested extension: XR_OCULUS_audio_device_guid
    2023-07-21 15:01:09 -0400: Blocking extension: XR_VARJO_quad_views
    2023-07-21 15:01:09 -0400: Requesting extension: XR_FB_eye_tracking_social
    2023-07-21 15:01:09 -0400: Application: DCS World
    2023-07-21 15:01:09 -0400: Using OpenXR runtime: Oculus 1.87.0
    2023-07-21 15:01:09 -0400: Trying to locate configuration file at 'C:\Program Files\OpenXR-Quad-Views-Foveated\settings.cfg'...
    2023-07-21 15:01:09 -0400:   Found option 'smoothen_focus_view_edges=0.2'
    2023-07-21 15:01:09 -0400:   Found option 'sharpen_focus_view=0.7'
    2023-07-21 15:01:09 -0400:   Found option 'peripheral_multiplier=0.4'
    2023-07-21 15:01:09 -0400:   Found option 'focus_multiplier=1.1'
    2023-07-21 15:01:09 -0400:   Found option 'horizontal_focus_section=0.5'
    2023-07-21 15:01:09 -0400:   Found option 'vertical_focus_section=0.5'
    2023-07-21 15:01:09 -0400:   Found option 'turbo_mode=1'
    2023-07-21 15:01:09 -0400: Trying to locate configuration file at 'C:\Users\Zinj\AppData\Local\Quad-Views-Foveated\settings.cfg'...
    2023-07-21 15:01:09 -0400:   Found option 'sharpen_focus_view=0'
    2023-07-21 15:01:09 -0400:   Found option 'focus_multiplier=1'
    2023-07-21 15:01:09 -0400:   Found option 'turbo_mode=0'
    2023-07-21 15:01:09 -0400:   Found option 'peripheral_multiplier=0.4'
    2023-07-21 15:01:09 -0400:   Found option 'horizontal_focus_section=0.45'
    2023-07-21 15:01:09 -0400:   Found option 'vertical_focus_section=0.45'
    2023-07-21 15:01:09 -0400: Using OpenXR system: Meta Quest Pro
    2023-07-21 15:01:09 -0400: Eye tracking is supported
    2023-07-21 15:01:09 -0400: Recommended peripheral resolution: 1012x1044 (0.400x density)
    2023-07-21 15:01:09 -0400: Recommended focus resolution: 1138x1174 (1.000x density)
    2023-07-21 15:01:09 -0400:   Stereo pixel count was: 13186048 (2528x2608)
    2023-07-21 15:01:09 -0400:   Quad views pixel count is: 4785080
    2023-07-21 15:01:09 -0400:   Savings: -63.7%
    2023-07-21 15:01:17 -0400: Session is using quad views
    2023-07-21 15:01:17 -0400: Edge smoothing: 0.20
    2023-07-21 15:01:17 -0400: Sharpening: Disabled
    2023-07-21 15:01:17 -0400: Turbo: Disabled

     

  14. 1 hour ago, mbucchia said:

    You are likely CPU-limited. Foveated Rendering only helps with GPU performance, if your CPU is the bottleneck, Foveated Rendering will not help, and actually Quad Views will increase your CPU load, and make your performance worse.

    Use the DCS performance graph to see where you are - but everything you said is pointing to you being utterly CPU-limited.

     

    15 minutes ago, edmuss said:

    @recoilfx what actual FPS/appGPU frametimes are you getting?

    Running 35ppd in the aero and mostly high DCS settings I typically get between 75 and 90 fps. To the best of my knowledge the performance between varjo foveated and QVFR is pretty much the same.

    I don't think I am limited by my CPU. Please see the attached screenshots. With quad-views, I am getting around 16ms, and without, ~12ms. Both DCS and Oculus performance graphs are saying I am GPU bound. Turbo and ASW are turned off to get more accurate readings.

    Here is my settings.cfg for quad-views-foveated

    sharpen_focus_view=0
    
    focus_multiplier=1
    turbo_mode=0
    peripheral_multiplier=0.4
    horizontal_focus_section=0.45
    vertical_focus_section=0.45

    The Quest Pro is currently running at 90hz, 5408x2736 (1.5x render resolution).

    OculusScreenshot1689963914.jpegOculusScreenshot1689964899.jpeg

  15.   Hi @mbucchia,

    First of all, thanks for all your work on the OpenXR front!

    As for Quad-Views-Foveated, after some testing, I noticed that I am actually getting performance decrease when it's enabled. I know the eye tracking works as I can see the the blurry spots at times (and also during loading screen when everything freezes and you can see the frozen low res regions.) The performance drop is up to 3-4ms, which is huge.

    My system is a 5800x3d/4090(driver version 536.67)/Win11 running at 1.3x@72hz resolution on the Oculus App. I've tried everything from disabling turbo mode, lowering the peripheral and focus multipliers, and while these help a little (.5-1ms decrease), it never catches up to the vanilla setup while looking worse. I don't have any other OpenXR layers running other than XRNeckSafer. OXRTK is uninstalled. I've tried disabling hardware GPU scheduling and ran at 1x resolution and still getting worse performance.

    Any idea as to what's happening?

    Here is the my log:

    2023-07-21 12:49:50 -0400: XR_APILAYER_MBUCCHIA_quad_views_foveated layer (v1.0.1) is active
    2023-07-21 12:49:50 -0400: Using layer: XR_APILAYER_MBUCCHIA_quad_views_foveated
    2023-07-21 12:49:50 -0400: Using layer: XR_APILAYER_NOVENDOR_XRNeckSafer
    2023-07-21 12:49:50 -0400: Cannot satisfy implicit extension request: XR_EXT_eye_gaze_interaction
    2023-07-21 12:49:50 -0400: Requested extension: XR_KHR_D3D11_enable
    2023-07-21 12:49:50 -0400: Requested extension: XR_KHR_visibility_mask
    2023-07-21 12:49:50 -0400: Requested extension: XR_OCULUS_audio_device_guid
    2023-07-21 12:49:50 -0400: Blocking extension: XR_VARJO_quad_views
    2023-07-21 12:49:50 -0400: Requesting extension: XR_FB_eye_tracking_social
    2023-07-21 12:49:50 -0400: Application: DCS World
    2023-07-21 12:49:50 -0400: Using OpenXR runtime: Oculus 1.87.0
    2023-07-21 12:49:50 -0400: Trying to locate configuration file at 'C:\Program Files\OpenXR-Quad-Views-Foveated\settings.cfg'...
    2023-07-21 12:49:50 -0400:   Found option 'smoothen_focus_view_edges=0.2'
    2023-07-21 12:49:50 -0400:   Found option 'sharpen_focus_view=0.7'
    2023-07-21 12:49:50 -0400:   Found option 'peripheral_multiplier=0.4'
    2023-07-21 12:49:50 -0400:   Found option 'focus_multiplier=1.1'
    2023-07-21 12:49:50 -0400:   Found option 'horizontal_focus_section=0.5'
    2023-07-21 12:49:50 -0400:   Found option 'vertical_focus_section=0.5'
    2023-07-21 12:49:50 -0400:   Found option 'turbo_mode=1'
    2023-07-21 12:49:50 -0400: Trying to locate configuration file at 'C:\Users\Zinj\AppData\Local\Quad-Views-Foveated\settings.cfg'...
    2023-07-21 12:49:50 -0400:   Found option 'sharpen_focus_view=0'
    2023-07-21 12:49:50 -0400:   Found option 'focus_multiplier=1'
    2023-07-21 12:49:50 -0400:   Found option 'turbo_mode=0'
    2023-07-21 12:49:50 -0400:   Found option 'peripheral_multiplier=0.4'
    2023-07-21 12:49:50 -0400:   Found option 'horizontal_focus_section=0.45'
    2023-07-21 12:49:50 -0400:   Found option 'vertical_focus_section=0.45'
    2023-07-21 12:49:50 -0400: Using OpenXR system: Meta Quest Pro
    2023-07-21 12:49:50 -0400: Eye tracking is supported
    2023-07-21 12:49:50 -0400: Recommended peripheral resolution: 960x986 (0.400x density)
    2023-07-21 12:49:50 -0400: Recommended focus resolution: 1080x1108 (1.000x density)
    2023-07-21 12:49:50 -0400:   Stereo pixel count was: 11827200 (2400x2464)
    2023-07-21 12:49:50 -0400:   Quad views pixel count is: 4286400
    2023-07-21 12:49:50 -0400:   Savings: -63.8%
    2023-07-21 12:49:59 -0400: Session is using quad views
    2023-07-21 12:49:59 -0400: Edge smoothing: 0.20
    2023-07-21 12:49:59 -0400: Sharpening: Disabled
    2023-07-21 12:49:59 -0400: Turbo: Disabled

    Again, thank you for all your work!

    • Thanks 1
  16. Wow, yeah, that resolution looks super high to me too. Here is mine:

    2023-06-21 16:28:04 -0400: Recommended peripheral resolution: 1126x1158 (0.400x density)
    2023-06-21 16:28:04 -0400: Recommended focus resolution: 1548x1592 (1.100x density)

    And that's with 1.5x render resolution on the Graphics Preferences box (5408x2736, 90hz) in the Oculus App. @Tepnox's resolution is  easily double of mine.

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