VR testing and findings
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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. -
@Lippy said in VR testing and findings:
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 fanIf you are going to post FPS figures or do a comparison you really should be using the Benchmark TE, otherwise there is no way to correlate it to anything/anyone else… That TE is just sitting on the Runway looking around in the rain, record your FPS there.
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@Seifer said in VR testing and findings:
Parallel Render
set g_bVRParallelRenderThread 1 // 0 disables, 1 enables parallel renderOne of the nastier bugs we had during VR development was understanding jittering/juddering (when you rotate your head and the movement is not smooth). This happens because in BMS we prepare the scene in one thread and render in another, like most modern games. The problem is that VR is a bit peculiar, so this creates a race between the thread that prepares the scene and the one that renders it.
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.
So, if you have jitter/judder, try reverting to set g_bVRParallelRenderThread 0, which will make movement a lot smoother.I found this video that sums up the issue quite well in my opinion :
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Tried to find a subject on this but couldn’t really… Has anyone been able to get OpenComposite (the SteamVR replacement) to work with BMS? I ask because trying to see if I can get OpenXR toolkit to run in BMS, which has lots of performance-enhancing settings.
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@spotdott you won’t get opencomposite or openxr to work. You can get vrperfkit + FSR to work, however. I didn’t find much performance benefit with it.
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@rubbra hello, where did you put the .dll and .yml files? I tried the bin folders for steamVR and BMS with no results.