Quest 2 great results on moderate system specs
-
40+ FPS in the benchmark TE with a little lag / black edges showing when turning my head - minimal tho. 45FPS in the night ILS landing TE over the water and Gunsan.
90 FPS during the day landing TE
Readable cockpit - biggest issue is my IPD seems to be in-between one of the factory positions, and I have to strap the thing on tight - closer the lenses are to my eyes the less I have a little “doublevision”.RTX 3070
5600X
32GB ram
Quest 2
Wired link USB cable (not air)90Hz refresh in oculus app
In the Oculus debug progarm:
https://i.imgur.com/WqRdWrm.png
In BMS menu and config file:
Vsync Off
Object detail set to 7
Monitor resolution (not VR) set MINIMUM
Leaving “set g_bVRParallelRenderThread 1”
Leaving “set g_bShadowMapping 1”
SteamVR resolution 100% and “set g_fVRResolution 1.4”.
Leaving “set g_bEnvironmentMapping 1” and “set g_bWaterEnvironmentMapping 1”
Nvidia cont pan:
Not sure if bms.exe or steamver.exe is the right file to adjust 3D settings for - so I did both. Just testing these settings and it works fine - although I’m not an expert about all or any of the settings here.’Antia FXAA On
Antia 8x (override)
Low latency Off
Vsync OffBTW, what is the phenomena called where you turn your head rapidly and you see the black edge of your rendered area appear in your peripheral?
-
Just to clarify - your running 90hz in oculus - i assume that’s at max resolution on the slider?
Also in Nvidia control panel… It’s the falconBMS.exe in the 64 bit bin folder.
For NVCP AA;
Only FXAA works.
Multisample AA / Transparency if set to enhance or override doesn’t have an effect (tested in 2D at 1440p) and no noticeable different in VR.I’d personally set environment mapping and water env mapping to 0 as it add (IIRC) 8 more renders to the scene, especially if your running “set g_fVRResolution 1.4”.
What I don’t get is I have perfectly readable MFDs at max oculus render res and g_fVRResolution at 1 (default). I get the feeling people are increasing that before oculus render res. Should always maximise oculus res and encode width to at least 3664 before fiddling with other things to increase readability otherwise your just working against yourself.
-
@obsidianuk
I’ve adjusted things a lot more now after more testing on DAY 1 in a campaign and learning a bit more about VR. I’m going for:
-Acceptable playability on the RAMP for a multiplayer cold start, which then performs great in the air (even though it’s not nearly as beautiful as my 1440p 27" Apple monitor that has better color than any PC monitor I’ve ever seen)
-Max rez/ readability of cockpit /MFDs
-Max draw distance
-Max FPS/ frame timing needed - I’m used to a 60Hz monitor, and as so many people say, you don’t need huge FPS for a flight sim especially with synthetic frames.
-Acceptable aliasing
…
New Oculus device settings:
–prev. I had 90Hz - but performance in ASW at 45Hz seemed really poor in situations where many frames were synthesized - especially with parallel render in the BMS config file left at “1” - large lagging black bars in my peripheral vision when looking around. This isn’t bad at all at 36Hz ASW.
…
Oculus debug tool settings:Here I also reduced the vertical FOV by 10% to 0.9. Helps FPS, and the slightly smaller vertical FOV is barely noticeable.
I noticed the encode resolution gave me stutter / artifact problems when I increased or decreased it much from this 3664 value. Not sure how this works.
I’ve selected auto for some settings like ASW and dynamic bitrate - hoping Oculus software knows when it’s best to adjust quality.
Enabling the performance HUD for my HMD has been critical for testing along with this guy’s work:
https://smartglasseshub.com/oculus-debug-tool/Oc debug HUD doesn’t have all the same info of Steam’s FPSVR, but FPSVR gives me a warning its API is incompatible with Oculus software and to close it to save PC resources. Still I’ve used it a little to help visualize CPU and GPU usage. I suppose taskbar reveals similar info - like my RTX3070 having it’s 8GB of VRAM maxed out all the time in BMS VR
-edit: I now understand that while VRAM shown being used in FPSVR is “allocated”, it is not necessarily all being used.
–
…
In BMS menu I have antialiasing at 2 - seems like a big improvement over 1, but haven’t tested 4 recently. 8 caused lag.Object detail (draw distance) at 6 or maybe 7 is fine. I have smart scaling threshold set at 4 miles, and don’t really understand the relationship between smart scaling and object detail.
…
BMS Config file:Importantly I’ve further boosted fVRresolution here to 1.1 since my Oculus is maxed out in it’s menu. Previously I had 1.4 in BMS and no adjustment to oculus native rez - I’ve changed this per general recommendations online.
“set g_bVRParallelRenderThread 1” increases FPS as v.s. “0” - but the tradeoff is peripheral black bars that lag especially when in ASW - but it’s no biggie for me with all my other settings.
But now I’ve turned shadows, environment, and environment water mapping all to ZERO - OFF. While busy in the cockpit you’ll probably never notice shadows missing after a short adjustment.
I haven’t messed with all these settings and have many questions:
Does reducePSFires help save frames when lots of vehicles are burning? And is this the same as “Reduce particle system” in the config menu available in the BMS Launcher?
Does default FOV affect VR?
HDR lighting?
How much do contrails /smoke affect VR when viewed up close?
…
I keep seeing that the NVIDIA control panel doesn’t affect much, so I’ve stopped messing with it.
…
All in all, damn VR is cool and doesn’t make me sick like it used to. Thanks BMS devs!
System:
RTX3070
Ryzen 5600X
Quest 2 - Link USB cable tested to 2.7-2.9Ghz in Oculus app -
@AWmk1 Have you managed to optimise Quest 2 based on your adjustments?
-
@danster I think so
- what really sucks is that there are such a range of conditions you might be flying in and it’s not rare to be at the most hardware-intensive end of the range. If it’s early in a campaign with lots of units, stormy weather, flying near Seoul (looking at Seoul) and following another aircraft through the clouds it’s a pretty bad experience - in general settings have to be very low so you can make at least continue the mission here, and you get all the ghosting wile in ASW so following a maneuvering aircraft is weird as it flickers a lot. Since settings are low, you don’t get to use much antialiasing or enjoy higher quality settings in the much more common less hardware-intensive scenarios you’ll be in during the campaign.
I’m curious how much the Quest Link cable contributes to this - I don’t really know how to interpret everything I see in the oculus link detail option of the debug performance HUD tool… I need to search out someone local who has a G2 or some other headset I can try out.
-
This post is deleted!