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Posted

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.

Posted (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 by Rifter
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Posted
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.

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