VR testing and findings
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Thank you for the comparison
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@Dragasath warning to all! I STRONGLY recommend to leave the object detail slider to max (7). I did more testing today and it definitely has to do with distance, but not just on the level of detail, but on the object visibility itself. I tried the instant action and with OD =1 the enemy planes were not visible until well under 5nm. I could see their smoke trails but not the planes themselves. Then suddenly one by one they popped in front of me. I guess one could place the slider somewhere between 1 and 7 but I left it at 7.
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EDIT
Please ignore below. Not an issue generally.
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@Fish44 said in VR testing and findings:
Keep this setting minimum. Game turned to a slide show when i bumped this to 8 in VR.
What GPU do you have? For me 8, is ok. 1 is horrible visually.
If you want to reduce or get rid of the judders, lower the refresh rate of your headset if you can. I lowered mine from 90Hz to 60Hz which has given a huge amount of headroom before the framerate drops below 60fps.
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@scubapics Thanks for heads up.
For me 1 or 8 is the same visually, just huge performance degradation. Game is running like butter (close to or at 90hz in SP in the air), with clarity I expect from the reverb @ 1.6 super sampling.
Good to hear others not having the issue. Will edit post above
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@LorikEolmin said: …I can’t have something people would watch for more than a minute.
I need more than ten minutes to even understand your accent as you speak over the radio…!
Thus, your movies certainly need more than a minute…!
P.S. With the 2,800 posts over the last few days, I have lost track of your LAST video (which I did not finish getting through).
Could you save me a search and link to that below…? Cheers. -
Video memory leak fixed by updating “windows mixed reality for steamVR” to beta.
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@Aragorn said in VR testing and findings:
@LorikEolmin said: …I can’t have something people would watch for more than a minute.
I need more than ten minutes to even understand your accent as you speak over the radio…!
Thus, your movies certainly need more than a minute…!
P.S. With the 2,800 posts over the last few days, I have lost track of your LAST video (which I did not finish getting through).
Could you save me a search and link to that below…? Cheers.Sorry I missed your post. Here it is. And thank you =).
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@Seifer said in VR testing and findings:
To fix this issue, we serialized both threads for VR. The drawback is that we lost a lot of performance because of this. We were able to fix this issue, but for some headsets (or for virtual desktop) the fix doesn’t seem to work for reasons we still don’t understand.
I’m on a Pico 4 with Virtual Desktop. I disabled background thread via set g_bVRParallelRenderThread 0 because I experienced some jitter during head movement. But today I tried again with set g_bVRParallelRenderThread 1 and I figured out that the jitter is gone when no other VR application is shown in parallel.
I always ran BMS with fpsVR status window and/or OpenKneeboard in parallel. Once I disabled them jitter was gone. As soon as I start them, jitter starts.My HW is CPU 12700K, GPU 4090 RTX, 32GB RAM. So I think the HW is not the bottleneck. Plus I have no jitter running DCS VR with the mentioned above in parallel.
Hope this is useful input for you.
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On a side note - has a poll been done to account VR users and their gear ? Would be interesting to know how many and what kind of gear people uses to fly BMS and other sims.
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Interesting, I also run both fpsVR and openkneeboard and have no issues
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@Dragasath how do you force reprojection to always on? Is it in the steam VR settings or WMR settings?
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@Dragasath Are you running on Virtual Desktop too? I tried with my Valve Index and there is no problem. I only get jitter when using VD.
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@spotdott Steam. Add the falcon bms.exe to your library in steam. Set it as a VR application. Then when the game is running, use your VR controller to open the steam settings and set per application for falcon bms to for motion smoothing always-on or how you prefer it.
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Thank you. After testing for another few hours, here are my optimal settings (low end machine, 4790k, 16 GB DDR3 with a 3060 Ti, Reverb G2):
Steam VR resolution set to 84%
Steam VR smooth motion on
WMR for Steam VR reprojection on
WMR for Steam VR graphics card resource optimization on
WMR for Steam VR force DirectX 11 onConfig file:
set g_bVRParallelRenderThread 1
set g_fVRResolution 1.3
set g_bEnvironmentMapping 0
set g_bWaterEnvironmentMapping 0
set g_bShadowMapping 1
set g_bVRNoPresent 1This set-up gets me pretty decent performance (airfield and in the air). jitter is kept to a minimum and the sim is enjoyable. My 2 Cents.
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@spotdott you need to activate per-app setting in WMR UX, then you can force it in SteamVR (i run it on enabled as I only drop some frames on the ground)
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Finished VR setup
Asus ROG Strix G512LW Laptop
I7 10750H
RTX 2070
RAM 64G
Rift S 80Hz
The only thing I changed “set g_bVRNoPresent 1” turned off VR display
Set Antialiasing to 8 everything else default settings
The results 30 to 40fps on the ground 73to 80fps in the air single player
No jitter no black lines at the edges of the frames the only problem I have now
is temp runs at 83C ordered a new fan -
@Lippy thanks for this. By single player do you mean a TE or a campaign ramp start with lots of units on the ground around you?
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Added information on how to adjust object detail below 1 if you want to try it. Use only on very high supersampling values otherwise you won’t be able to spot even below 1nm.
@Seifer hopefully it may become dynamic in the future
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@rubbra I’m testing in single player campaign
using the combat auto pilot letting Joe
fly me around I have to relearn ramp start and
flying I found some other issues I’ll post
when I have time.