Jump to content

VR tips and tricks - Improving your VR experience! -Updated 9th/Dec/2020


peregrine7
 Share

Recommended Posts

This small piece of text contains three important items to comment:

 

1.- The sentence "My CPU never even comes close to maxing so OCing it seems fruitless" is totally false. When  you check you CPU load or core load during game you will see that the % load is always far from 100% but your CPU is actually a bottleneck in BOS since there is a thread (the main one) which is being jumping from one core to the other. This is explained in this post:

https://forum.il2sturmovik.com/topic/29322-measuring-rig-performance-common-baseline/?p=499412

I'll give that a gander. I will also look more closely at what each individual core is at.

 

 2.- In the sentence "I doubt very much my RAM is an issue" we are missing your actual RAM speed to being able to help you. Isn´t it?

Please, put in your signature you full rig specs (including actual OC and RAM speed, in fact these are the true key factors for BOS).

Having a DDR4 RAM you can really go to high speed RAMs, going above 3000MHz is worth. But you dont need 32GB, 16 or 8 is more than enough. 

We went over this once before but my RAM is 2400 MHz with 15-15-15-35 timing and I fully understand that 32 gigs is excessive and largely unnecessary.

 

3.- The sentence "super sampling set to 1.5" is ambiguous. If you use 1.5 OTT/ODT it is equivalent to 2.25 in SteamVR. So, PLEASE, PLEASE,for all people posting in this forum, when you talk about SS specify if you use OTT/ODT or SteamVR.

Interesting - I did not know there wasn't a standard for SS across platforms. At any rate I set my SS using the Oculus tool.

 

 

 

In the thread that Panthecules recommended you to read, you will find many to the issues you have (if you have the patient to read it). It is true that it is a bit messy but many of the wrong concepts you have I also have it before and write it down in that thread.

I'm a relatively patient man so I'll humor you :). If adjusting my hardware and settings can net me an increase in performance and improve my GFX then I'm on board. Weeds are where the gems hide after all.

 

 

Your rig is power enough (with good OC and CPU cooler) to run BOS at High settings and SS=1.7 or 2.0 (In SteamVR) even in complex scenarios.

It is also true that you will not maintain always 90fps, in certain moments it can have dips to 80, 70 or 60 depending on the plane you fly.

I automatically assume most people posting here describing playing in high settings are full of it so if your telling me it's possible in a factual way consider me interested . . . but initially pessimistic.

 

When I get back home I'll tackle this with vigor - thank you for the information.

 

von Luck

Link to comment
Share on other sites

Just received my rift yesterday and its early days.

 

Well just like in 2002 I'm now attempting to squeeze every ounce of Image quality out of my system, only this time in VR.

 

Early settings are below that appear to have hit a sweet spot

 

Fullscreen

Resolution 800x600

Shadows Medium

Distant landscape x4

Landscape filter sharp

Grass Normal

Dynamic resolution factor 0.5

 

Supersampling is 1.5 in Steam VR and my general setting is at High

 

I'm between 60-90 FPS dropping occasionally but rarely below 45. No stutters, the immersion is absolutely fantastic. I haven't even entertained NVIDIA control panel yet as I don't wan't to spend more time tweaking than flying (although I probably will)

 

Its slightly annoying that the canopy is reducing image quality in VR, when you lean out things are so much sharper - I wonder if they could kind of balance that for VR users ?

 

That aside - all is good, a slight ghosting / misting on the lenses in some situation- is this the so called god rays thing ?

 

No nausea :biggrin:

Edited by doog442
Link to comment
Share on other sites

 

I'm between 60-90 FPS dropping occasionally but rarely below 45. No stutters, the immersion is absolutely fantastic. I haven't even entertained NVIDIA control panel yet as I don't wan't to spend more time tweaking than flying (although I probably will)

 

 

 

You won't have to worry with the Nvidia Control Panel, as most of those settings will not apply to the Rift HMD. Just set for max performance.

 

Congrats and have fun!!

Link to comment
Share on other sites

You won't have to worry with the Nvidia Control Panel, as most of those settings will not apply to the Rift HMD. Just set for max performance.

 

Congrats and have fun!!

 

 

Many thanks

Link to comment
Share on other sites

You won't have to worry with the Nvidia Control Panel, as most of those settings will not apply to the Rift HMD. Just set for max performance.

 

Congrats and have fun!!

 

Is that really true? Sure Id like it to be.....most perhaps, but one or 2 setting tweaked may really be something.   You do mean set max performance in the Nvidia control panel. 

 

I also want to purely speculate that max frames 1 might help?  Max Performance for sure?

 

When I did a test between these settings standard and tweaked, I get smoother performance tweaked...it may really only be one of the settings but I dont know which.  

Link to comment
Share on other sites

Is that really true? Sure Id like it to be.....most perhaps, but one or 2 setting tweaked may really be something.   You do mean set max performance in the Nvidia control panel. 

 

I also want to purely speculate that max frames 1 might help?  Max Performance for sure?

 

When I did a test between these settings standard and tweaked, I get smoother performance tweaked...it may really only be one of the settings but I dont know which.  

 

AFAIK for the most part no they will not affect the image in VR.

I leave my pre-rendered VR frames as set to default which I believe is 1.

I have a profile for BoS set to "Prefer Maximum Performance".

Link to comment
Share on other sites

AFAIK for the most part no they will not affect the image in VR.

I leave my pre-rendered VR frames as set to default which I believe is 1.

I have a profile for BoS set to "Prefer Maximum Performance".

 

 

Ok. thats probably what it is then...that one setting max performance. getting some great results. what a piece of art this Kuban map

Link to comment
Share on other sites

 

 

I will also look more closely at what each individual core is at.

 

Cores are not also at 100%. The heavy thread of BOS (among the other BOS threads) is jumping from one core to other in order to distribute overall heating. 


 

 

but my RAM is 2400 MHz

 

Then you will benefit if you go to 3200 or higher. 


 

 

I did not know there wasn't a standard for SS across platforms

 

Here is explained everything: https://forum.il2sturmovik.com/topic/30436-pixel-density-supersampling-steamvr-oculustraytool-and-oculu/ 

 

Summary: SteamVR_SS = (OTT_SS)x(OTT_SS)

Link to comment
Share on other sites

 

 

If adjusting my hardware and settings can net me an increase in performance and improve my GFX

 

Yeas, that´s the point of the thread. You should have same performance that your peers. If not, something is wrong in hardware/software/settings.

If I were you I would start by running the test with no OC and no memory upgrade but using the test settings.

Then experiment with OC until your max OC. I explain this here: https://forum.il2sturmovik.com/topic/29881-overclocking-4790k-better-bos-performance/

Then run the test again and report.

Last hardware step is upgrade RAM (if budget allows). You can go to 3200 or higher.

Then run the test again and report.

Then let´s go to find your max SS achievable for your 1080. This is explained here: https://forum.il2sturmovik.com/topic/30771-how-much-ss-desirable-image-quality-samples/

Using the test setting, increase the SS until your fps in the tests drop. I assume your SS limit would be around 2.0 in Steam VR (1.4 in OTT).

Then you can play with other setting different from the test.

Link to comment
Share on other sites

 

 

I don't wan't to spend more time tweaking than flying (although I probably will)

 

Yeah, it also happened to me. I just wanted to fly in VR, but ended up in doing all kind of tests and a way to measure performance. At least it will hopefully help others. 


 

 

Its slightly annoying that the canopy is reducing image quality in VR

 

Try then the I-16.

The Spit have also much clearer cockpit. 

Link to comment
Share on other sites

VR Tips and Tricks

 

Here are some tips & tricks you may already know that will help set up your VR for IL-2 (but it may be useful for other games).

 

IL-2 Sturmovik uses Open VR interface, meaning you need to have Steam VR application installed on your PC. If you have HTC Vive, it is already installed (or you won't be able to use it in other games). However, if you have Oculus Rift, you may or may not have it installed. So, the first step would be installing Steam, logging into your Steam account and installing Steam VR from Steam store.

 

Run Steam VR to set up your Oculus Rift there: run Room Setup. Make sure it works fine for you in Steam VR tutorial. HTC Vive users have this set up already.

 

Run IL-2 Sturmovik. If Oculus Home and Steam VR applications are not active, it should launch them by itself. When the game loads, your HMD should be working already and you should see the VR image from one of the eye screens on your regular monitor. Oculus Home and Steam VR windows may obscure the IL-2 window on your regular monitor so minimize them and click on IL-2 Sturmovik window to return focus to it (that's how Windows works)

 

If you launch IL-2 and VR mode doesn't kick in, make sure that Steam VR (and Oculus Home if you have Oculus Rift) are installed and configured properly, and/or launch them manually before starting the game. If VR still won't kick in, go to graphics settings of the game and check that 'Use VR HMD' option is on. While you're at it, note the new graphics options there: Sharpen and Dynamic resolution factor.

 

Sharpen is a post process visual filter that makes everything, well, sharper. This is especially useful to increase clarity in VR so you could read your 'real' cockpit instruments better, but it gives good results if you want a crisper picture while playing on a regular monitor as well. It has little impact on the performance, so try it and see if you like the new look.

 

Dynamic resolution factor is a new method for keeping your frames per second (FPS) steady. Its value can be set from 0.5 (half the original resolution) to 1.0 (full resolution). If you set it to 1.0, you'll be turning it off and everything will work as before. If you set it to a lower value, you're telling the game it's Ok to degrade the rendering quality to this value to keep the FPS close to the value you set in Target FPS drop-down list here. So if you set Target FPS to 144 and Dynamic resolution factor to 0.5, the game will lower the rendering quality up to 0.5 of the original resolution trying to keep that high frame rate you specified. You can experiment with these values to find out what FPS you can achieve on your PC without degrading the visual quality too much. On a regular monitor, quality degradation is more apparent than in VR HMD, so this feature is especially useful for VR.

 

Please note, that Target FPS value is ignored in VR - it is set to HMD refresh rate (90 FPS or 45 FPS when it is lower than 90 and HMD driver automatically engages ASW if you're using Oculus and Reprojection for Vive). You can Google what these technologies do - basically, they generate new frames depending on previous ones to show you if PC performance level is insufficient to output 90 FPS. Target FPS parameter is also ignored if you use a regular monitor and check V-Sync option here - in this case it ties to your monitor refresh rate.

 

Another settings screen, Camera settings, include another new option - Limit VR view. When it is on, your virtual head won't be able outside cockpit or inside the instruments panel. While it makes perfect sense, it may be uncomfortable in VR - when your real head continues to move (there is nothing to stop it at your home unless you go too far and hit a wall or your PC), but your virtual head in the cockpit stops because it just hit a canopy, you may have a dizzy feeling. It should be noted that other sims don't have the limited VR view at all, but in IL-2 you can turn this on or off. This option will be ignored (the view will be limited) if Allow spectators option is turned off in difficulty settings (for example, on Expert difficulty multiplayer servers) to prevent cheating.

 

Now, there are special commands in Camera controls that you'll be using a lot in VR. First one is Default VR view - you can use it to set up a default view. If you're off to the side in the cockpit, look straight in front of view and press this button (Numpad 5 by default) - you'll be positioned in the center behind the gunsight.

 

Another command is VR camera zoom (hold). This is a special zoom button for VR, press and hold this button and you'll get 2X magnification to spot distant objects. It may cause nausea if you keep the button pressed and turn your head, beware.

 

Another tip we can give you to improve the performance is turning the in-game HUD off (H key). VR provides unique ability to read 'real' cockpit instruments at a glance, so try to use it! It can give you a huge performance boost, especially in complex missions with many objects. With HUD turned off, you can still see object markers (press I key to turn them on).

 

Setting the resolution in game settings to a low setting like 1024x768 or even less may significantly improve your performance in VR (VR resolution is fixed and won't change, but the game will spend less time drawing its window on the monitor).

 

When you look down in the cockpit, you'll see a blue ring. This is Steam VR safety feature called chaperone boundaries so we can't turn it off in the game. You can turn it by editing a certain file on your PC (maybe it will be made easier in the future), Google 'turn off chaperone boundaries'.

 

Some of our beta testers complained that they see some objects (for example, gunsight reticle) in double vision. There can be several reasons for it, so here are what you can do if you experience this:

 

1) First of all, make sure your inter-pupil distance is set up correctly. Its control is located on the right of your HMD. Adjust it so the on-screen tip shows your inter-pupil distance correctly (you know its value if you use glasses).

2) Second, understand that playing in VR is completely different to playing on a regular flat screen, even if you're accustomed to Track IR or Freetrack. Objects have different depths, you can focus either on close objects or on distant ones, like in real life. If you focus on the cockpit elements or gunsight body, its reticle will be in double vision as well as a target you're trying to hit (collimator reticle is a virtual distant object). When you're aiming at an enemy aircraft or ground vehicle, focus your eyes on it, then the reticle should be in focus as well (but your canopy and gunsight body will be in a double vision like they will be in such situation in the real life).

3) Third, position your head correctly - your dominant eye should be behind the reticle. You can do this naturally just by moving your head in VR.

3) Fourth, this is a highly subjective issue. Some of the users (and us developers) don't have any problems while using an aiming sight, some resolved them when they accustomed to playing a sim in VR and for some nothing we could adjust helped. This is a highly specialized problem for VR genre - in a usual VR game the developers keep the user from this issue by avoiding situations when you have very close and distant objects at once, but this is impossible in a combat flight sim where a pilot constantly needs to switch focus from close instruments to distant targets. If you have this problem no matter what, it may be best to close one eye and aim with your dominant eye only. You'll lose stereo perception so it isn't ideal, but many people aim their guns this way and do fine.

 

We spent much time to implement the VR support. We hope you'll like the result and the new immersion level it gives to virtual pilots! See you in the sky!

Danke, Super Ausführung weiter So! Das hat mir sehr viel geholfen, danke für diese tolle Arbeit. Gruß Nelly2408

Edited by Nelly2408
Link to comment
Share on other sites

[Pb]FrozenLiquidity

Has anyone else noticed a flickering in the gunsight against the prop in VR?  I don't see this when not playing in VR, is this effect intended or realistic?  It find it a bit obnoxious to look down the gunsight and have it flickering against the prop, not sure if this is just me, others have seen it, if it is intended or not, etc.  I notice it in some planes more than others.  If others haven't experienced this effect, I will try to do a bit more research to reproduce it.

 

I completely agree with you on the cockpit glass effect. It washes/sharpens the exterior way too much and makes it look plain and dull. When I stick my head out the cockpit all is great. Too bad there is no color/contrast adjustment in the game!!

 

I've heard similar complaints, would be nice to relieve that issue a bit.

Link to comment
Share on other sites

[Pb]FrozenLiquidity

That's usually ASW kicking in I believe.

 

So if I can find a way to increase the performance a bit so that the framerate doesn't drop and ASW doesn't engage, it should relieve the issue?

Link to comment
Share on other sites

TG-55Panthercules

So if I can find a way to increase the performance a bit so that the framerate doesn't drop and ASW doesn't engage, it should relieve the issue?

 

Yes, but you can also try just turning ASW off - not sure what you lose by doing that, except for the prop-related distortions  (Have only done a couple of quick tests, but I couldn't really notice any other visual quality difference between having ASW on or off).

  • Upvote 1
Link to comment
Share on other sites

Using il2missionplanner in OVRdrop


 


OVRdrop is a VR utility available in Steam for approximately $15. It allows users to overlay any one program over the top of another. For me, I got it primarily to plot/adjust my course in il2missionplanner while playing BoX.


 


You launch the app from Steam, get your browser up and running and launch BoX. OVRdrop has a drop down menu that lets user select which program will be activated (after assigning a hotkey), in this case, the browser.


 


Initially, I had some trouble as I'm using an ultra-wide screen and couldn't easy find the cursor in relation to my browser, which I had resized so that it was readable in VR (1000 x 700 worked well for me). My solution was to simply move the browser that had il2missionplanner on it to the lower left corner of the screen so it was easy to navigate the mouse to that location. To make it a little easier to locate the cursor, I turned on the Show Location of Pointer using CRTL in mouse properties.


 


Once the mouse was over the browser, I could click on it and create/modify a flight plan. Note that you have no control over the game (aircraft) while you are interacting with the browser. To regain control of the aircraft, I moved the mouse up away from the browser and clicked, which selected the game and gave me full control again.


 


I assigned a hotkey (space) to bring up the browser and was able to view it clearly while having total control of the aircraft. It's only when you are interacting with the browser that you don't have control of the game. You can also have the option of keeping the browser static, which I did, or have it move with your head.


 


IxDvwzj.jpg?1


 


This is more or less what it looks like, although in VR it is centered.


 


  • Upvote 6
Link to comment
Share on other sites

  • 3 weeks later...

Hello

Can one really improve with two GTX 1080 ti its fps and graphics in VR?

greeting

Nelly 2408

 

Not in VR. As I understand currently SLI is not supported in a VR device.

Link to comment
Share on other sites

  • 2 weeks later...

I have Steam VR beta... Could this be the problem?

 

Edit: Turning off beta updates in Steam VR seems to have fixed the issue. Chaperone ring is gone!

 

I cannot get the Blue Ring to go away.  What 'beta' are you talking about?  I see a 'SteamVR Home Beta' checkbox in the SteamVR Settings.  Unchecking that does not help..

 

Also, I see a Status indicator in the SteamVR Settings that says the Chaperone Bounds is OFF.  But I still see the blue ring.  Is there an Option in the Settings now to turn it off? Help?

 

i81zmwi.png

 

PS: This is my code:

{
"collisionBounds": {
"CollisionBoundsColorGammaA": 0,
"CollisionBoundsColorGammaR": 255
},
"steamvr": {
"enableHomeApp": false,
"mirrorViewGeometry": "0 0 960 540",
"forceFadeOnBadTracking": false,
"renderTargetMultiplier": 1.3
}
}

It's been verified as valid on that JSON Validator...  But the game keeps setting my mirrorViewGeometry to  "0 0 1080 600".  Not sure if that matters...

Edited by DDSnacko
Link to comment
Share on other sites

I cannot get the Blue Ring to go away.  What 'beta' are you talking about?  I see a 'SteamVR Home Beta' checkbox in the SteamVR Settings.  Unchecking that does not help..

 

Also, I see a Status indicator in the SteamVR Settings that says the Chaperone Bounds is OFF.  But I still see the blue ring.  Is there an Option in the Settings now to turn it off? Help?

 

 

 

Have a look at this post:

https://forum.il2sturmovik.com/topic/28589-getting-rid-blue-ring-chaperone/

Link to comment
Share on other sites

  • 2 months later...

Hey, sorry to bring up and old thread but seemed relevant. In the first post, you say that increasing supersampling makes everything clearer but actually makes distant spotting harder. Is this still the case and would it be the same on the Vive?

Link to comment
Share on other sites

SCG_Fenris_Wolf

Zes it is still the case. Planes scale up more the lower the resolution is, to fill at least a pixel. Supersampling increases that standard resolution which the scale up is based on, so at range targets will be smaller.

 

P.S. This is no assumption. I tested it.

  • Upvote 1
Link to comment
Share on other sites

=EXPEND=Tripwire

I can confirm this is definitely the case. The improvement in visual quality definitely outweighs the loss of spotting at range though.

  • Upvote 1
Link to comment
Share on other sites

SvAF/F16_radek

True. And also, spotting is one thing, identifying another. Ss makes the latter easier. So It's spotting vs identification and image clarity.

  • Upvote 1
Link to comment
Share on other sites

Thanks guys. I see the trade-off but I'll have to test for myself. I've only played a couple of hours so far but in my only online mission I had no trouble with ID but was happily flying around not seeing anyone until I found them on my 6 in a routine zig-zag. So it seems I need all the help I can get with distant spotting, not close detail. :salute:

Link to comment
Share on other sites

Johnny_Dioxin

I was wondering what I could do to help my situation a little.

 

Up to now, I have had faultless performance with my Rift. Yesterday I flew a ground attack mission in the older Yak-1. Whilst strafing a staff car I got very low on occasion - I'm talking having to throw the aircraft 90° to avoid hitting the trees along the side of the road.

 

In VR it was just awesome fun (my wife came to see why I was laughing and whooping so much!) but each time I got to this point, I got very bad stutter. Well, stutter isn't really the right word - the sim would pause for a notable time and then continue - perhaps two or three times in total for each pass, as I was closest to the ground.

 

Yet in the past, on two occasions I have got so close to the ground, in similar circumstances, that I actually skimmed it (gently, of course- no discernable damage) with the back section of the fuselage, but no kind of stutter or pause at all. This against AAA.

 

 

Okay, I shouldn't be in these situations in the first place - but it's so much fun. I don't want to lower the settings if I don't have to - in other VR flight sims doing this has just completely ruined the experience.

 

Running an i5 4690k @ 4.3GHz with 16GB 2133 DDR3 on an Asus Z97 with GTX 1060 6GB and SSDs.

 

I think I left the settings pretty much as standard, but I will check. I really don't want to ruin things - I've had zero issues in dogfights and all previous ground attack sorties.

Edited by Brixmis
Link to comment
Share on other sites

I was wondering what I could do to help my situation a little.

 

Up to now, I have had faultless performance with my Rift. Yesterday I flew a ground attack mission in the older Yak-1. Whilst strafing a staff car I got very low on occasion - I'm talking having to throw the aircraft 90° to avoid hitting the trees along the side of the road.

 

In VR it was just awesome fun (my wife came to see why I was laughing and whooping so much!) but each time I got to this point, I got very bad stutter. Well, stutter isn't really the right word - the sim would pause for a notable time and then continue - perhaps two or three times in total for each pass, as I was closest to the ground.

 

Yet in the past, on two occasions I have got so close to the ground, in similar circumstances, that I actually skimmed it (gently, of course- no discernable damage) with the back section of the fuselage, but no kind of stutter or pause at all. This against AAA.

 

 

Okay, I shouldn't be in these situations in the first place - but it's so much fun. I don't want to lower the settings if I don't have to - in other VR flight sims doing this has just completely ruined the experience.

 

Running an i5 4690k @ 4.3GHz with 16GB 2133 DDR3 on an Asus Z97 with GTX 1060 6GB and SSDs.

 

I think I left the settings pretty much as standard, but I will check. I really don't want to ruin things - I've had zero issues in dogfights and all previous ground attack sorties.

 

You may have just hit a heavy load in that particular mission, which your 1060 struggled with.

 

If it don't happen very often and you are pleased with your settings, I would not worry too much with it. But if like me and you want a smooth experience at all times, then yes probably want to take a look at your graphics settings and lower them some.

Link to comment
Share on other sites

I was wondering what I could do to help my situation a little.

 

Up to now, I have had faultless performance with my Rift. Yesterday I flew a ground attack mission in the older Yak-1. Whilst strafing a staff car I got very low on occasion - I'm talking having to throw the aircraft 90° to avoid hitting the trees along the side of the road.

 

In VR it was just awesome fun (my wife came to see why I was laughing and whooping so much!) but each time I got to this point, I got very bad stutter. Well, stutter isn't really the right word - the sim would pause for a notable time and then continue - perhaps two or three times in total for each pass, as I was closest to the ground.

 

Yet in the past, on two occasions I have got so close to the ground, in similar circumstances, that I actually skimmed it (gently, of course- no discernable damage) with the back section of the fuselage, but no kind of stutter or pause at all. This against AAA.

 

 

Okay, I shouldn't be in these situations in the first place - but it's so much fun. I don't want to lower the settings if I don't have to - in other VR flight sims doing this has just completely ruined the experience.

 

Running an i5 4690k @ 4.3GHz with 16GB 2133 DDR3 on an Asus Z97 with GTX 1060 6GB and SSDs.

 

I think I left the settings pretty much as standard, but I will check. I really don't want to ruin things - I've had zero issues in dogfights and all previous ground attack sorties.

 

 

Try a Dynamic Resolution Factor of .8. I keep it there for all missions. and Im smooth as butter. Campaigns can get dramatic - Just about everyone less than 1080ti needs this setting.  Really a brilliant piece of programming. That's been my sweet spot.  

 

Ill even use .7 if I need to fly in the mountains under heavy clouds and god rays. 

Link to comment
Share on other sites

=BlindGuy=GOOFY-_-

Hi Peregrine, great stuff. BOS becomes a whole new game after making the changes in startup.cfg.

 

Thanks a lot.

 

 

Link to comment
Share on other sites

As I am an older man "cough". I have glasses with a prescription for reading and long distance.  Which would be the best for VR close up reading or distance.

Cheers

I have progressive lenses for eyeglasses.  I sent my prescription to the folks who make lenses for both Vive and rift; they advised me, based on my prescription, to choose distance prescription lens inserts for the Vive.  It's worked well for me.

 

Send them your prescription and ask them what they'd advise.

Link to comment
Share on other sites

Those that haven't should really checkout the performance graph option in the occulus debug tool. This handy chart displays in real time while you are using the rift. It shows you what is impacting the frame rate by showing your percent overhead that is free. Bascially, it shows you how many frames are available above the default 90 you have in real-time. With this tool I have done extensive testing in this game and in other aaa sims that are out there.

 

What I have observed for Il2 is that shadows are your biggest factor after the hud display. With my high-end system I can have all other settings maxed to include hdr(not needed i know),ssao and sharpen.

 

On my Titan pascal-6700k machine I maintain about 10% free headroom (above 90fps) during all facets of gameplay when I have shadows off, I tested this with quick mission, with all ground AI on and group air AI on.

With that said, the game will cpu spike during certain situations (explosions, new AI generated when in range, interface interaction, etc), this will cause the rift to dip below 90fps for a second or two.

 

With these settings I never see the Rift switch to timewarp (45 FPS downgrade). Now turn on shadows even at the low settings and it will get the rift to drop to 45 fps when low to the ground (tree skimming). This is clearly a rendering bottleneck.

 

Also of note when using external views the fps impact is reduced by at least 15 percent due to not having to render the cockpit but nobody is going to want to fly with no cockpit when rifting I am sure ;)

 

For those that are frustrated with the performance demands of the rift on your pc, you need to understand one thing, multi-pass rendering. Not only does your GPU/CPU need to render at 90 fps but it has to do it twice for each eye display, this is a massive strain on the pc.

 

Nvidia promised single pass stereo rendering with the pascal cards but unfortunately all signs point to game devs finding it to hard to retrofit this feature. I have yet to see any existing game out there try to implement this. 

 

This feature is only available in engines (unity, unreal) going forward. So unless nvidia or amd can provide a hardware-based solution for single pass rendering we have to settle for brute force solutions like new faster GPUs for existing games like il2.

 

I am really curious to see what the next version of IL2 will do to Rift performance.

  • Upvote 1
Link to comment
Share on other sites

    Hello everyone,

 

I finally bought a new GPU for my computer, a GTX 1080 Ti. I was previously using a GTX 980 and I still have my HTC Vive for VR gaming.

 

I have two questions :

 

    - Last year I applied tweaks mentionned in the first post of this thread. As it wasn't updated since April 2017, are thoose tweaks still correct or not ?

    - Can someone give a quick guide on how to have the best experience with a similar card ? I already read many posts but I must admit that I am a bit lost

      with all that information.

 

Thank you in advance for your help. Sincerely,

 

Amaury

Link to comment
Share on other sites

What I have observed for Il2 is that shadows are your biggest factor after the hud display.

Thanks for the tip, will have to test this next time I'm in game!

 

Higher settings for supersampling will result in better visual quality across the board. HOWEVER the current system means that your ability to spot enemies will be reduced for settings above 1.0. 1.3 is a happy medium between maximum quality (1.5ish) and maximum spotting (1.0). While this setting does degrade performance significantly, it's better to play at 90fps on LOW and 1.3x than 90fps on Ultra at 1.0x in my opinion.

 

Having played a bit now I want to add to this. The low-balanced-high presets seem to affect texture quality. On low, I found it very hard to read cockpit instruments as well as the cockpit and especially the wing looking awful. Biggest indicator is the flap position marker on the 109s, which is a smudged mess on low and gradually sharper as you increase. I found supersampling does not compensate for this, and the performance hit of slight quality increase is worse than just turning up the in-game presets. Currently I play on "high" with no SS and get a reasonable compromise between spotting, ID and instrument reading. And can usually keep 89 FPS on a GTX970. I might do some more testing especially with shadows off.

 

On that note, does anyone know why my FPS counter is 89 not 90?

Link to comment
Share on other sites

On that note, does anyone know why my FPS counter is 89 not 90?

 

I think it is just a little quirk in how BoS reads FPS.

Mine will do the same, and actually show fluctuation between 90 and 89. 

 

When you have your settings about where you like them, best just to turn that fps counter off.  ;) 

Link to comment
Share on other sites

To add further to this discussion. I decided to finally overclock my 6700k since I will soon be upgrading to an 8700k. What I noticed by going from the turbo clock of 4.2ghz to a stable OC of 4.8ghz is it doesn't impact performance in VR. Now outside of VR I see impressive gains since the GPU is not hitting a massive wall with multipass 90hz rendering. I have tested this across many games including this one.

The bottleneck is clearly the GPU so not matter how fast you get your high-end CPU to go for single-threaded performance it won't affect VR performance after a certain point.

 

With that said, the next gen GPUs (which are only a couple of months away from being announced) should see a big bump in VR performance when combined with a beefy cpu. This is why I am upgrading to a 8700k. I plan to have that cpu running at a stable 5.0 ghz paired with fast DD4 ram.

This will ensure that the new GPU will remain the bottleneck so any gains seen in VR will be directly tied to the increased power of the new GPU compared to the old.

Link to comment
Share on other sites

  • SCG_Fenris_Wolf changed the title to Spot and ID well! Tricks, fixes, copy/paste settings for SteamVR, Vive Pro 2, Reverb G2, etc.
  • SYN_Haashashin pinned this topic

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...