freehand Posted yesterday at 08:02 AM Posted yesterday at 08:02 AM (edited) Compared to the quest pro the psvr2 feels like a cheap plastic toy that is for sure. Edited yesterday at 08:29 AM by freehand 1
Qcumber Posted yesterday at 09:07 AM Posted yesterday at 09:07 AM Up and running now. XR eye tracking had not installed properly and I needed to reorder the XR layers. Now it's all working fine. Just tweaking settings. My impressions at this stage are very positive. The sweet spot is small but easy to find and keep. Eye tracking is better than the QP. With the QP there is a lot of shadow flickering when transitioning between the foveated region and the low res. This is hardly noticeable with the PSVR2. Sharpness is not quite as good as the QP but the softness means there are very few "jaggy" edges so it does not need any anti-aliasing. I'll feed back in more detail later. I want to try the QP using Steam link and do a performance/quality comparison. 1 PC specs: 9800x3d - rtx5080 FE - 64GB RAM 6000MHz - 2Tb NVME - (for posts before March 2025: 5800x3d - rtx 4070) - VR headsets Quest Pro (Jan 2024-present; Pico 4 March 2023 - March 2024; Rift s June 2020- present). Maps Afghanistan – Channel – Cold War Germany - Kola - Normandy 2 – Persian Gulf - Sinai - Syria - South Atlantic. Modules BF-109 - FW-190 A8 - F4U - F4E - F5 - F14 - F16 - F86 - I16 - Mig 15 - Mig 21 - Mosquito - P47 - P51 - Spitfire.
Qcumber Posted 20 hours ago Posted 20 hours ago After using the PSVR2 most of today I am not convinced enough to replace my QP. In my opinion the QP is at least equal or superior in all elements except for the display port link. In testing though I cannot see any obvious compression artifacts with VD or Meta Link and the PSVR2 showed the black borders at lower FPS which I don't see with Meta link. I think my initial thoughts regarding better "softness" and "less jaggy edges" are related to Steam VR rather than the PSVR2. I tried Steam link a while ago and was not impressed. Playing around today I managed to get some impressive results. 2 PC specs: 9800x3d - rtx5080 FE - 64GB RAM 6000MHz - 2Tb NVME - (for posts before March 2025: 5800x3d - rtx 4070) - VR headsets Quest Pro (Jan 2024-present; Pico 4 March 2023 - March 2024; Rift s June 2020- present). Maps Afghanistan – Channel – Cold War Germany - Kola - Normandy 2 – Persian Gulf - Sinai - Syria - South Atlantic. Modules BF-109 - FW-190 A8 - F4U - F4E - F5 - F14 - F16 - F86 - I16 - Mig 15 - Mig 21 - Mosquito - P47 - P51 - Spitfire.
freehand Posted 15 hours ago Posted 15 hours ago I am going to retry my QP for a while I love what the psvr2 gives colours blacks are great the scaling field of view e.t.c I will keep both maybe I have lots of older demos with blacks nice colours for friends as I love seeing peoples reactions to VR for the first time.
RealDCSpilot Posted 10 hours ago Posted 10 hours ago (edited) @Qcumber Yes, wired directly to the GPU hammers down latency by a lot. This is an important element. Streaming alters the way your mind and body perceive the flight model of each DCS module. If you want to see compression, just fly very low over the huge forest areas in the Caucasus map (south of Senaki maybe...). What i don't get is what you mean with black borders at lower FPS? You should actually reach a much better visual result and fps with your 5080 compared to my 4090. Can you post some logs, Quad View etc.? 19 hours ago, Qcumber said: Sharpness is not quite as good as the QP but the softness means there are very few "jaggy" edges so it does not need any anti-aliasing. This is also not quite clear for me. You didn't set DLSS or something? DLSS is an AntiAliasing method(!) Without it, i can definitely see aliasing on the edges of all geometry objects. Edited 10 hours ago by RealDCSpilot i9 13900K @5.5GHz, Z790 Gigabyte Aorus Master, RTX4090 Waterforce, 64 GB DDR5 @5600, PSVR2, Pico 4 Ultra, HOTAS & Rudder: all Virpil with Rhino FFB base made by VPforce, DCS: all modules
Qcumber Posted 8 hours ago Posted 8 hours ago 1 hour ago, RealDCSpilot said: @Qcumber Yes, wired directly to the GPU hammers down latency by a lot. This is an important element. Streaming alters the way your mind and body perceive the flight model of each DCS module. If you want to see compression, just fly very low over the huge forest areas in the Caucasus map (south of Senaki maybe...). What i don't get is what you mean with black borders at lower FPS? You should actually reach a much better visual result and fps with your 5080 compared to my 4090. Can you post some logs, Quad View etc.? This is also not quite clear for me. You didn't set DLSS or something? DLSS is an AntiAliasing method(!) Without it, i can definitely see aliasing on the edges of all geometry objects. I am going to take another look today. I'll try to summarise my set up and findings here with more structure. If I get chance I will measure the game latencies using Fred Emmott's XRFrameTools comparing the QP with the PSVR2. Then there will be a more objective comparison if anyone else is considering switching from the QP to the PSVR2. PC specs: 9800x3d - rtx5080 FE - 64GB RAM 6000MHz - 2Tb NVME - (for posts before March 2025: 5800x3d - rtx 4070) - VR headsets Quest Pro (Jan 2024-present; Pico 4 March 2023 - March 2024; Rift s June 2020- present). Maps Afghanistan – Channel – Cold War Germany - Kola - Normandy 2 – Persian Gulf - Sinai - Syria - South Atlantic. Modules BF-109 - FW-190 A8 - F4U - F4E - F5 - F14 - F16 - F86 - I16 - Mig 15 - Mig 21 - Mosquito - P47 - P51 - Spitfire.
RealDCSpilot Posted 5 hours ago Posted 5 hours ago How does XRFrametools record your latency data? I only see frametime for GPU and CPU, but this isn't latency. Latency is the time how long the already finished rendered frame takes to reach your display panel. The stuff that is shown in VD's frame info display. XRFrametools would need to have an app running on your HMD to measure that data. i9 13900K @5.5GHz, Z790 Gigabyte Aorus Master, RTX4090 Waterforce, 64 GB DDR5 @5600, PSVR2, Pico 4 Ultra, HOTAS & Rudder: all Virpil with Rhino FFB base made by VPforce, DCS: all modules
Qcumber Posted 1 hour ago Posted 1 hour ago I haven't had chance to do the testing I wanted to. The main reason to use XRFrameTools was to measure game performance. I miss-typed in my previous message. I meant frametimes. I played with the two headsets comparing them at the same resolution and same settings in QVFR. As like-for-like as possible. PSVR2: Steam resolution set to 160% for about 3200x3200 pixels. Refresh rate 90Hz. QP: Virtual Desktop set to Godlike (3027x3216) pixels. Refresh rate 90Hz. I tried to use Steam link for this but had issues running QVFR. QVFR for both PSVR2 and QP: foveated region 0.25x0.25 at x1.5, periphery at x0.5. DCS settings were the same for both. I can post them but they don't really matter as I am not including any performance numbers. The PSVR2, even in the sweet spot, is not as sharp as the QP. Not by a long way. Cockpit resolution with the QP is near perfect. With the PSVR2 it always looks slightly blurred. I can read most things in the cockpit without leaning in too much but it never gets as sharp as the QP. Landscapes and distant objects look soft, even mushy in some cases. I have tried AA-off, MSAA, DLAA and DLSS (quality and performance; latest version; preset J and K) and varying degrees of sharpening but it just makes the landscape look very artificial. I just cannot get an image that compares with the QP. The colours on the PSVR2 are very oversaturated. To the extent that there is some colour bleed between objects. There is also a lot of chromatic aberration which can make some objects in the peripheral vision look quite garish. I know I could use Open XR toolkit or Reshade to reduce the saturation but this would not help with the fringing. It is also another XR layer and I prefer to keep these to a minimum. There are other more minor issues that I am not keen on such as the overall build quality, the face gasket (a magnetic one would have been much better), the lack of integrated lens protectors for glasses, the design of the controllers and the Steam VR interface. I realise that the display port connection should give a better experience but for me the Quest Pro has much better image quality. I wish they had released the QP with a Display Port. I think I will send it back and save for a Pimax Dream Air SE. PC specs: 9800x3d - rtx5080 FE - 64GB RAM 6000MHz - 2Tb NVME - (for posts before March 2025: 5800x3d - rtx 4070) - VR headsets Quest Pro (Jan 2024-present; Pico 4 March 2023 - March 2024; Rift s June 2020- present). Maps Afghanistan – Channel – Cold War Germany - Kola - Normandy 2 – Persian Gulf - Sinai - Syria - South Atlantic. Modules BF-109 - FW-190 A8 - F4U - F4E - F5 - F14 - F16 - F86 - I16 - Mig 15 - Mig 21 - Mosquito - P47 - P51 - Spitfire.
RealDCSpilot Posted 45 minutes ago Posted 45 minutes ago (edited) 1 hour ago, Qcumber said: PSVR2: Steam resolution set to 160% for about 3200x3200 pixels. Refresh rate 90Hz. Certain things look wrong on your end. I have no idea why you have trouble finding the right settings. These values are way to low for a good resolution for PSVR2. No wonder it doesn't look sharp. On my system Steam resolution on 150% means 4164x4244 pixels per eye. And set 120Hz if you want the panels performing fast. This should be your basic setting, you even have better hardware than me. From there DLSS performance mode in preset K and DFR with Quad Views does the rest. I posted my latest QuadViews setting file a couple of pages ago. Something is strangely wrong on your end. Maybe something set globally and even affecting your QP performance. Here is what QuadViews does to rendered pixel amount, reducing a whopping amount of 35.344.032 pixels to only 8.474.352 pixels that are actually needed to deliver a crisp image in the eye tracked focus view box at 1822x1856 pixels. 2025-09-14 07:17:08 +0200: Found option 'smoothen_focus_view_edges=0.2' 2025-09-14 07:17:08 +0200: Found option 'sharpen_focus_view=0.69' 2025-09-14 07:17:08 +0200: Found option 'turbo_mode=0' 2025-09-14 07:17:08 +0200: Found option 'horizontal_fixed_section=0.25' 2025-09-14 07:17:08 +0200: Found option 'vertical_fixed_section=0.25' 2025-09-14 07:17:08 +0200: Found option 'peripheral_multiplier=0.22' 2025-09-14 07:17:08 +0200: Found option 'focus_multiplier=1.25' 2025-09-14 07:17:08 +0200: Found option 'debug_eye_gaze=0' 2025-09-14 07:17:08 +0200: Found option 'debug_focus_view=0' 2025-09-14 07:17:08 +0200: Found option 'vertical_fixed_offset=0' 2025-09-14 07:17:08 +0200: Found option 'turbo_mode=0' 2025-09-14 07:17:08 +0200: Eye tracking is supported 2025-09-14 07:17:08 +0200: Recommended peripheral resolution: 916x934 (0.220x density) 2025-09-14 07:17:08 +0200: Recommended focus resolution: 1822x1856 (1.250x density) 2025-09-14 07:17:08 +0200: Stereo pixel count was: 35344032 (4164x4244) 2025-09-14 07:17:08 +0200: Quad views pixel count is: 8474352 2025-09-14 07:17:08 +0200: Savings: -76.0% 2025-09-14 07:17:17 +0200: Session is using quad views 2025-09-14 07:17:17 +0200: Edge smoothing: 0.20 2025-09-14 07:17:17 +0200: Sharpening: 0.69 2025-09-14 07:17:17 +0200: Turbo: Disabled These resolutions go through DLSS end deliver these values from the DCS.log: 2025-09-14 09:16:10.395 INFO DX11BACKEND (16904): Use DLSS preset 'K' 2025-09-14 09:16:10.436 INFO DX11BACKEND (16904): DLSS successfully initialized, 460x468 -> 916x936 2025-09-14 09:16:10.436 INFO DX11BACKEND (16904): Use DLSS preset 'K' 2025-09-14 09:16:10.473 INFO DX11BACKEND (16904): DLSS successfully initialized, 460x468 -> 916x936 2025-09-14 09:16:10.473 INFO DX11BACKEND (16904): Use DLSS preset 'K' 2025-09-14 09:16:10.511 INFO DX11BACKEND (16904): DLSS successfully initialized, 912x928 -> 1824x1856 2025-09-14 09:16:10.511 INFO DX11BACKEND (16904): Use DLSS preset 'K' 2025-09-14 09:16:10.548 INFO DX11BACKEND (16904): DLSS successfully initialized, 912x928 -> 1824x1856 The result is the absolute best performance and antialiased image quality i've ever seen in all those years in DCS. I also don't get what you mean with "oversaturation" and color bleeding, it's definitely not the case. Something is really messed up on your end. Maybe too much fiddling with system values over the years? Actually the huge color bandwidth of the OLED panels are able to show even more colors now compared to what i have seen with compressed video over VD back in the days. In the Mi-24P you have the Petrovich VR overlay menu which shows in 3 colors in fine lines in what firing state he is. Now i see white, orange and green, before that in VD even with 10-bit HEVC video encoding i could only distinguish between white and green. Orange was totally lost due to compression. There is one thing you should check, SteamVR does SuperSampling settings two times. Make sure your global setting is 150% and when DCS is running check again if the "per app" video setting is 100%. Maybe you have a hidden downscale there. Otherwise i'm out of ideas, but man something is really wrong on your side. Edited 33 minutes ago by RealDCSpilot i9 13900K @5.5GHz, Z790 Gigabyte Aorus Master, RTX4090 Waterforce, 64 GB DDR5 @5600, PSVR2, Pico 4 Ultra, HOTAS & Rudder: all Virpil with Rhino FFB base made by VPforce, DCS: all modules
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