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G2 VR newbie in need of reprojection advice


Captain Slow

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So I finally got both the 3090 and Reverb G2, but unfortunately my machine isn't able to produce 90 fps in dcs in *all* situations.

So, Ive been trying to understand reprojection, and the conclusion and experience I'm currently seeing is:

* If I enable reprojection, due to limitations in WMR + SteamVR, it will go to 45 fps (but still feels kind of like 90 fps) when the game starts rendering below 90 fps. Many times I dont even realize reprojection kicks in 🙂 , but somtimes I do (wild rolling causes certain hud elements to show some ghosting artifacts)

 

* If I dont enable reprojection, head rotation will still have reprojection, but pretty much everything else (head translation, aircraft movement, aircraft rotation..) will move at game framerate, for example 70fps - and for some reason it causes some super wild stutters (not a framerate issue, but rather just plain old stuttering), pretty much making the game feel unplayable.

 

Have I understood my options correctly? And also that there might be a better reprojection option coming in the future for us Reverb G2 users, which is basically option 2 without the stuttering?

For now I am sticking with reprojection enabled, because the second option/mega stuttering is just unbearable for me 🙂

 

I don't really understand why option 2 starts stuttering so madly below 90 :/. Normal desktop games with regular vsync on an triple buffering does introduce some stuttering when slightly below target fps, but nowhere near this

 

also, different question: Is there ANY way to disable the desktop mirroring of DCS VR view?


Edited by Captain Slow
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mirror view wont help you, it takes no resources.

 

you need to enable reprojection.

 

there is no hardware that enable 90 in all circumstances,  try my settings in my sig

 

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30 minutes ago, speed-of-heat said:

mirror view wont help you, it takes no resources.

 

you need to enable reprojection.

 

there is no hardware that enable 90 in all circumstances,  try my settings in my sig

 

 

I realize it is unlikely anyone will 90 in all circumstances, however I want to make sure I have understood the implementations of g2 reprojection correctly (as my first post) and am curious about the stuttering without it.

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if you enable reprojection, your frame rate will be 90 or 45 or less than 45 , and it will feel like 90 unless its less than 45 in which case it will feel like that, for most people there is no reason not implement it 

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I have an i9 9900k at 5.2 GHz and RTX 3090 vid card.

I run DCS with high GFX settings at 100% Steam VR resolution ( no anti aliasing).

Motion Smoothing on and forced at 45 fps.

 

To me the sim is just gorgeous and I have very smooth gameplay with no stutters.

Very happy with this. To me the graphic artifacts from Motion Smoothing being on are not that big a deal. I will take that over stutters any day.

In fact I think Motion Smoothing in the G2 is better than Oculus ASW.

 

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10 hours ago, dburne said:

I have an i9 9900k at 5.2 GHz and RTX 3090 vid card.

I run DCS with high GFX settings at 100% Steam VR resolution ( no anti aliasing).

Motion Smoothing on and forced at 45 fps.

 

To me the sim is just gorgeous and I have very smooth gameplay with no stutters.

Very happy with this. To me the graphic artifacts from Motion Smoothing being on are not that big a deal. I will take that over stutters any day.

In fact I think Motion Smoothing in the G2 is better than Oculus ASW.

 

Thanks, good to know. That is pretty much the same machine I have (9900k and 3090).

 

The biggest contributor to slowdowns, by far looking at just frame times, seems to be the category "Simulation". Is there any explanation somewhere what the different frame time categories include more in detail? "Simulation" normally sits around 5 ms, but when the slowdowns start it jumps to above 10 ms every few frames, probably even quite a bit more. Thus usually happens when flying closer to the ground and near cities. (example numbers taken from simple instant action testing)


Edited by Captain Slow
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Thanks, good to know. That is pretty much the same machine I have (9900k and 3090).
 
The biggest contributor to slowdowns, by far looking at just frame times, seems to be the category "Simulation". Is there any explanation somewhere what the different frame time categories include more in detail? "Simulation" normally sits around 5 ms, but when the slowdowns start it jumps to above 10 ms every few frames, probably even quite a bit more. Thus usually happens when flying closer to the ground and near cities. (example numbers taken from simple instant action testing)
For me personally, with very similar specs the biggest frametime hog is AI. Solely based on fpsvr cpu stats.

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Can I ask what you see when you do a merge in BFM, and visually track the bandit through the initial pass? Flickering HUD elements are the least of my concerns - the, transparent, displaced shadow jet hovering a metre behind the original jet through the entire merge and resulting BFM destroys any immersion added by VR. 

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53 minutes ago, GunSlingerAUS said:

Can I ask what you see when you do a merge in BFM, and visually track the bandit through the initial pass? Flickering HUD elements are the least of my concerns - the, transparent, displaced shadow jet hovering a metre behind the original jet through the entire merge and resulting BFM destroys any immersion added by VR. 

 

I run the G2 on a 5800X, 32 GB and 2080 ti. The last couple months I have mostly played multiplayer. I do set G2 resolution down to 78% and run a mix of High/low settings with MSAA at x2. At the merge I do not have the issues you describe. The worst performance I have is on the supercarrier where framerate will drop below 45 (usually 30-40). Even on complex servers with lots of AI units I usually am able to get back to 45 fps once away from the supercarrier. 

 

At 78% SS I find the resolution considerably better than the Rift S which I used for about year running at SS of 1.5 in OTT. Performance between the G2 (at 78% SS) and the Rift S (at 1.5) has largely been similar for me. 

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Same as Strider21.  I might see some motion blur with close passes but nothing like a whole separate ghost image.  Granted, finding the perfect VR image requires lots of fiddling, some ritual chanting, and a bag of magic chicken bones. 

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Yep same here.  Never seen the ghost image u described. I do have reprojection + 80% SteamVR resolution and then maxed out on textures, visibility range, trees etc and MSAA at 2x.  

 

Never quite understood why VR seems less sharp than screen on an equivalent resolution but that is the way it is.


Edited by Brainfreeze

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On 3/8/2021 at 9:59 AM, zildac said:

For me personally, with very similar specs the biggest frametime hog is AI. Solely based on fpsvr cpu stats.

 

Same here - running a 6800XT with 5900X CPU on latest X570 and see a huge CPU frametime increase when I turn my head and place an AI aircraft in the view - even if it is a little speck in the distance, just crazy.

 

But overall having pretty good performance with similar settings to above - noticed I was maxing out my 16GB of VRAM on PG the other day leading to big pauses, while it swaps out to sys memory for textures etc I assume, so going to try reducing preload radius from max, going to stay using high terrain textures.

 

But the poor performance in VR compared to other flight sims is quite a shame, fingers crossed for the 'upcoming optimisations and Vulkan".....one day. 


Edited by VampireNZ

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