Rmnsvn Posted November 7, 2022 Posted November 7, 2022 (edited) I’ve been having stutters basically since switching to VR. Sometimes it would feel almost good, sometimes not. After fiddling around with settings I’ve come up with a setup that would give me consistent 11-12 ms per frame both GPU and CPU time which seemed like a sweet spot for me. I changed G2 to 60 Hz (flickering doesn’t seem to affect me much). The only remaining problem was dropped frames. The issue has become more pronounced recently so I decided to dig internet a bit more and found 3 solutions which completely eliminated dropped frames and keep perf overlay of OXR green as dollar. The first 2 seem to be the most useful. Give them a try and see if it helps your problems if you have any. I’m sure the things here were already discussed on the forum but I decided to share what helped me make my game playable again. I run OXR without any shaders or toolkit with 10 gb 3080/12700kf combo on Win 11 1. Go to computer management - performance - data collectors set - event trace sessions. Find Holographic shell and stop it. If it helps, do it every time you start VR. I have no idea what it is but apparently there's some sort of conflict between WMR and this service after 22H2 update which causes notable stutters. In my case I was sitting at frame times consistently below 12 but performance overlay of openxr was constantly changing between green and red (lost frames). Same with SVR (purple frames). As soon as I stop it it turns green and stays green. 2. Go to windows search, type services, launch as admin. Find power, double click it, change start up type to "Disabled". Apparently, it tries to manage power of the CPU and when disabled, CPU runs at consistent (max?) power. 3. DISCLAIMER: doing point three should be safe for your system but all what you do in the registry editor is completely your responsibility. If you are WMR user, you probably noticed that when VR is enabled (WMR app is running), in display settings you have 3 extra monitors. Those are virtual desktop and are used for various apps launched inside VR (such as browsers, etc.). In WMR every such app requires a virtual desktop and to avoid a lag when opening one of those it creates 3 in advance. If you're not using VR for anything apart from gaming, you can disable those. For me it reduced CPU consumption for window manager process or whatever it's called. It may also possibly slightly reduce VRAM consumption as those desktops will not be rendered in the background (or at least that's my understanding) Go to regedit and go to HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Holographic Add DWORD 32 bit PreallocateVirtualMonitors and change value to 0 Happy flying! Edited November 7, 2022 by Rmnsvn 3
funkster Posted November 8, 2022 Posted November 8, 2022 Thanks for post. I had already completed number 3 but have just implemented your suggested fixes 1 & 2. I am not 100% but believe they did actually make some difference. Further testing required. I have also just updated my WMR and OPENXR Dev Tools and this seems to at last make my motion projection work properly so it could also be this. regardless thank you for posting these.
Camelot101 Posted December 14, 2022 Posted December 14, 2022 Not sure if this has been updated, but I think Part 3 is outdated, in Windows 11, you can turn off the Virtual monitors from the Settings menu now, and you don't have to mess around in the registry anymore. Setting>Mixed Reality>Startup & Desktop> Virtual Displays for apps.
Steel Jaw Posted December 14, 2022 Posted December 14, 2022 My W10 keeps bugging me to go to W11...how is performance in DCSW now with W11 and VR? "You see, IronHand is my thing" My specs: W10 Pro, I5/11600K o/c to 4800 @1.32v, 64 GB 3200 XML RAM, Red Dragon 7800XT/16GB, monitor: GIGABYTE M32QC 32" (31.5" Viewable) QHD 2560 x 1440 (2K) 165Hz.
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