VR testing and findings
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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.
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@spotdott I had similar lack of success then used an automated installer/patcher ; annoyingly I’ve wiped and rebuilt my pc since then and I can’t remember what it’s called. Will do some googling and get back to you.
(Edit - I think it was this - https://github.com/tappi287/openvr_fsr_app )
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@rubbra I don’t think FFR works with BMS but the upscaling might be working. I’m able to get about 25 ms timing overall in the benchmark TE (vs 35 ms) with 1.4x resolution , scaled by 83% with a sharpness of 89%. Picture quality wise it looks pretty decent (1.3x resolution sharpness for lower performance cost)
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@spotdott no idea on ffr - my gpu doesn’t support it, but FSR does for certain.
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@rubbra I have an RTX 3060 ti, using NIS mode able to achieve about 25ms frametime (40 fps) with shadows on in the benchmark TE. Set upscaling to 80 percent on VR resolution of 1.4, thread optimization enabled. very playable in campaign I’m very satisfied. Thank you very much
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@spotdott no worries at all. I’m not using it at all, 1.8x supersampling on my rift s, shadows on, BMS res at 1.0, etc etc and rocking a solid 80fps nearly all of the time. It’s really only smoke that kills my performance now. (1080ti)
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Hey guys, I’ve acquired an i5 12600K for testing and wanted to see how it would compare with the i3 12100.
GPU is an RTX 3060ti 8 GB, OC a little bit (+150 MHz core, +900 MHz memory)
Clock speeds are all stock (no Overclocking).
For the i3, the four cores will run at 4.1 GHz; for the i5, the six cores will run at 4.6 GHz
DDR 4 XMP profile 3200 MHz
on a B660 Motherboard
Windows 11 (which I’m not in love with)Quick comparison conditions:
Scenario: Benchmark TE
No shaders activated (except far rain)
half smoke densitySteamVR resolution set to 100% (3156x3092 - Reverb G2)
Shadows ON
Thread Optimization ON
VR Resolution set to 1.4
Object Detail set to 5
OpenVR FSR App set upscaling to 80%Quick comparison findings (all in frame timing (ms), not FPS)
i3: 12100: FPS 26ms, SIM 25ms , REN 13ms
i5 12600k: FPS 26ms, SIM 25ms, REN 11msenabling/disabling E-cores didn’t make a difference
enabling/disabling Hyperthreading made a bit of a difference for the i5 (25ms/24ms/10ms)Of course, I was also curious what if upscaling is turned off; I don’t want the game to be GPU-bound so reduced the resolution to 1.2x:
for the i5 (FPS/SIM/REN),
with shadow off and thread optimization’s on: 27ms/26ms/8.6ms
with shadow on and thread optimization’s on: 29ms/28ms/11ms
with shadows off and thread optimization’s off: 26ms/6.7ms/32ms
with shadows on and thread optimization’s off: 29ms/10ms/29msHave to note that with both CPUs, in the stock Korea campaign when in the air away from the air base, the frame rates are much better.
In conclusion, it would seem that BMS in VR is not taking complete advantage of the 12600K’s extra cores, its faster clock speed, nor larger cache.
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@spotdott Great info.
Just a comment. I’m guessing you are using SteamVR to upscale to 3156x3092, (cannot for the life of me understand why SVR cannot recognise the reverb as square panels! ) and this represent nearly 1.5 upscaling. By setting g_fVRResolution in the game to 1.4 this is further upscales the render resolution to almost x2 the native panel resolution. You might want to do one or the other and compare this with both on as you might find the difference in quality does not justify the fps loss.
Just a thought