@airtex2019 Yup that does perfectly describe it. You rotate your head and the image “stutters” round: exactly what I’m experiencing.
As I say it’s early days for VR in BMS, I’m sure the devs will work it out eventually
@airtex2019 Yup that does perfectly describe it. You rotate your head and the image “stutters” round: exactly what I’m experiencing.
As I say it’s early days for VR in BMS, I’m sure the devs will work it out eventually
@Snake122 The logmon stop HolographicShell
command didn’t appear to do anything.
The big deal here seems to be g_bVRParallelRenderThread
. If I set that to 1 I can get much better fps: 50-60 on the ground and 90 in the air. Without it it’s hard to get really great fps in game. However, the trade off is that if fps does drop below 90 with g_bVRParallelRenderThread
turned on then it introduces a very unpleasant juddering effect. This isn’t a great trade-off as I’m pretty sensitive to that judder: it’s quite headache inducing. I have pretty solid VR legs and most things don’t bother me: but that judder really does.
Overall I think it’s better for me with g_bVRParallelRenderThread
turned off: the judder is just too unpleasant. Which means 45 fps on the ground and 60 in the air is about as good as you can do: with shadows & stuff turned off. That’s playable but does look pretty bad. If I turned shadows and environment mapping on that’s 30ish on the ground and 50 in the air: also not that pleasant.
I guess it’s early days for VR in BMS. Hopefully the devs can find a way to remove the judder from g_bVRParallelRenderThread
. It should be possible in theory: DCS uses parallel rendering now since MT and that does not have the same judder problems. If the BMS devs can achieve that I think VR in BMS would be amazing. Right now for me it’s a bit of a Hobson’s choice: it’s not a great experience however you cut it.
@Snake122 Thanks for the response. Yeah so I tried turning everything off as you’ve suggested. That nets me an extra 5-7 fps or so, both on the ground and in the air. Not nothing but also not massive, particularly given it does then look much less good. FPS is still determined entirely by Cmds (and the ratios of Cmds to fps is about the same) but the number of Cmds required is just a little bit lower.
All in-game settings are default: so anti-aliasing is set to 1. VRAM memory use is 9.3 of 32.0 Gb, so very low. GPU is barely being stretched at all, around 20% utilisation.
I am indeed running Windows 11.
Hi recently tried BMS in VR and I’m not getting great fps. Sometimes around 30 fps on the ground, around 50 in the air. According to others with my specs I should get much better:
AMD Ryzen 5800X, NVidia RTX 4080, 32 GB RAM, HP Reverb G1 (not G2).
Config Settings:
set g_bEnvironmentMapping 1
set g_bWaterEnvironmentMapping 1
set g_bShadowMapping 1
set g_bVRNoPresent 1
set g_bVRParallelRenderThread 0
set g_fVRResolution 1.0
All settings default except I turned off parallel rendering because I find the judder unpleasant. Also turned off the display on the monitor as I don’t need it. Tried turning environment mapping off, seemed to make no real difference. Turning up the resolution to 1.3: looks great but no real effect on fps.
What I’m seeing is that my VR fps (as measured with Alt+C F) is perfectly correlated with the Cmds. 15,000 Cmds = 30 fps, 10,000 Cmds = 45 fps, 5000 Cmds = 60 fps.
Would appreciate any help people can share to get better fps without too much loss of quality.