Glide Posted May 14, 2024 Posted May 14, 2024 BTW, even when you are fully synced at 72hz/72fps, if it's still not smooth, lower the resolution of the headset. On the Kola map it's still not smooth for my Crystal/3080Ti at full resolution, but running it at a lower resolution solves this. The FPS counter in OpenXR toolkit has a developer mode (show advanced settings under System). https://mbucchia.github.io/OpenXR-Toolkit/overlay.html There are other measures like how long it takes to present to the headset, etc. that may come into play with respect to smoothness.
Rifter Posted May 14, 2024 Posted May 14, 2024 (edited) 2 hours ago, Glide said: The only way to eliminate this issue, called Judder, is to maintain FPS equal to your refresh rate. Judder is unequal stutter. Judder happens because of inconsistent frame times. Stutter is usually related to low frame rates, but it can also have other causes. Unfortunately 97.8% of all discussions around VR stuttering revolve around the assumption that there must be a performance issue which can be solved with the right settings or the right hardware. Fact is, a lot of software updates, be it on the DCS side, be it on the compositor side of the various VR headsets, often created VR issues. Fact is also, that with the introduction of multithreading we got stutter phenomena which are not necessarily related to a lack of GPU power respectively because the user has overdone with his settings. For example, I get the sideways looking stuttering on the MT version with exactly the same settings as on the ST version, which on its part runs as smooth as butter. Can’t even solve it by going to minimum settings. The sideways stutter is completely independent from my settings. Perhaps it is an overhead or synchronization problem due to the multithreading technics ED is using. But for sure its not a performance problem on my machine. My advice: If you've tried all of the community's solutions without effect, then you're welcome to assume that the problem is not on your side. Edited May 14, 2024 by Rifter 1
Glide Posted May 14, 2024 Posted May 14, 2024 2 hours ago, Rifter said: with the introduction of multithreading we got stutter phenomena which are not necessarily related to a lack of GPU power Correct. Jabbers has a good video on this on Youtube. Multithreading blasts the system with I/O requests when the mission is heavy and there are a lot of textures and shaders to load. Process Lasso and CPU affinity seem to relieve the pressure.
MoleUK Posted Tuesday at 09:55 AM Posted Tuesday at 09:55 AM (edited) It's a consistent problem that has plagued DCS for years. It either happens more often in VR or is more noticeable in VR. Sometimes an external FPS cap can help alleviate or fix it, sometimes not. This video is a good breakdown of the likely problem, being referred to as "animation error" here. Where frametime graphs will be smooth, but the visual jitter is still prominent. In the case of DCS running EDGE, the jitter is constrained entirely to the terrain and the terrain only. So whatever process is handling terrain rendering gets out of step. Edited Tuesday at 09:57 AM by MoleUK 1
The_Nephilim Posted yesterday at 03:38 AM Posted yesterday at 03:38 AM On 10/14/2025 at 5:55 AM, MoleUK said: It's a consistent problem that has plagued DCS for years. It either happens more often in VR or is more noticeable in VR. Sometimes an external FPS cap can help alleviate or fix it, sometimes not. This video is a good breakdown of the likely problem, being referred to as "animation error" here. Where frametime graphs will be smooth, but the visual jitter is still prominent. In the case of DCS running EDGE, the jitter is constrained entirely to the terrain and the terrain only. So whatever process is handling terrain rendering gets out of step. IDK Maybe have a look at my .1% thread I am getting 100% PErfect frametime on my GPU and 99.9% on the cpu which effectively is near stutter free. not sure it is entirely DCS Fault.. IF it was then I would suffer as well.. Intel Ultra 265K 5.5GHZ / Gigabyte Z890 Aorus Elite / MSI 4070Ti Ventus 12GB / SoundBlaster Z SoundCard / Corsair Vengance 64GB Ram / HP Reverb G2 / Samsung 980 Pro 2TB Games / Crucial 512GB M.2 Win 11 Pro 21H2 / ButtKicker Gamer / CoolerMaster TD500 Mesh V2 PC Case
MoleUK Posted 23 hours ago Posted 23 hours ago (edited) 9 hours ago, The_Nephilim said: IDK Maybe have a look at my .1% thread I am getting 100% PErfect frametime on my GPU and 99.9% on the cpu which effectively is near stutter free. not sure it is entirely DCS Fault.. IF it was then I would suffer as well.. The point here is that it can happen with perfect frametimes. The animation errors won't necessarily show up on a frametime graph at all, they will just show visually. Because they aren't frametime stutters. Edited 23 hours ago by MoleUK
The_Nephilim Posted 20 hours ago Posted 20 hours ago (edited) 3 hours ago, MoleUK said: The point here is that it can happen with perfect frametimes. The animation errors won't necessarily show up on a frametime graph at all, they will just show visually. Because they aren't frametime stutters. does it happen to you? If so are you using VR and which Hz rate do you use? then what is it and why am I not suffering as much? EDIT: I was just in a MP session on through the inferno and I had lowered my Resolution of the G2 and it was near perfect the entire flight. the Frametimes were below 7.2ms on GPU and 6.0 on CPU and I had a near perfect flight time going to WP2.. I looked out the sides and seen no stutter, nor spikes when airborne. I use the fpsVR Counter.. the point I am trying to make is maybe you put too much on your PC can handle.. or something else is amiss.. Edited 20 hours ago by The_Nephilim Intel Ultra 265K 5.5GHZ / Gigabyte Z890 Aorus Elite / MSI 4070Ti Ventus 12GB / SoundBlaster Z SoundCard / Corsair Vengance 64GB Ram / HP Reverb G2 / Samsung 980 Pro 2TB Games / Crucial 512GB M.2 Win 11 Pro 21H2 / ButtKicker Gamer / CoolerMaster TD500 Mesh V2 PC Case
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