Airwolf-CAVU Posted July 4, 2022 Posted July 4, 2022 (edited) Hi there, friends of aviation! BLUF: I've read nearly all the threads here on VR perf (esp. G2) ...it's hard to synthesize it all into a performant total config. So just trying to capture my result here and solicit feedback for zero'ing in more. I'm no expert. Apologies if verbose, that's my attempt to help others. Ultimately, I suppose I end up with either SS 82% (no FSRmod; less blur, -fps) or SS 100-108% (with FSRmod; more blur, +fps) to achieve a happy experience, which generally puts me above 90fps in Quick Missions and mostly eliminates non-preferred artifacts. Looking forward to any wisdom/suggestions, please! Some conversation starters Seems like I ended up with ~20% undersampling my native resolution in order to get good effects and smooth play, using both FSRmod and vanilla. Do these numbers seem about right? Based on forums, this may be underutilizing my specs? These are Quick Mission FPS and I have not yet run a challenging campaign/AI mission...those tend to drive fps down >30% in my experience. So aiming really high in Quick Mission to get some buffer. I cannot seem to rid myself entirely of the blur/ghosting, any tips? It's worse with FSRmod but tolerable with both...yet, I'd really prefer to get rid of it. Some folks play DCS at 50% sampling (I will never understand how they read all the gauges! Not for me...but IL2 is a perfect candidate). I'm quite impressed with 50% SS in IL2 but seems I should be adhering to this 1.3 to 1.5x vertical pixel multiplier to account for "distortion/barrel", etc. What's the issue with dropping to 50% (if I'm happy with the resolution)? Can math be done to estimate the approximate per-eye pixel resolution for a Reverb G2 to approximate a 1080p flat-panel experience? I understand VR needs way more total pixels to create that equivalency...hard to find answers here. Is it closer to 50% or 100%? Even 150% looks fine but not outstanding and certainly hammers my system, even without MSAA. My desired end-state (in case there's others like me!): Single player only. Care more about aircraft aspect+type ID than distance spotting. Strong preference for maximum quality/effects with minimal jaggies, will trade for resolution. 4k seems excessive and I cannot really tell the difference easily (less AA required, at best), so care most about creating an equivalent experience to 1080p flat-panel gaming in VR (1024x768 was once a dream for sims...so I can deal with HD in any form, ha!). Based on decades of tweaking experience, I believe that Ultra settings are generally not worth it compared to High and I always end up wanting AA, even if it costs a bit in resolution. Do not care about hitting a specific number of fps, anything above 45 seems more than sufficient but smoother the better in VR (of course). Again...back in the day 30+ fps was the goal... Artifacts observed in IL2, attempting to resolve: Blur / Ghosting: fly treetops and look out right wing (FW-190), do aileron rolls and observe leading edge of wing and pitot tube. They blur and ghost. Biggest offender? undersampled rendering, mostly via FSRmod but also SteamVR. Shimmer / Mirage: fly medium altitude, observe buildings in medium-far distance. Also affects aircraft silhouette making aspect tracking and ID hard. Biggest offender? highSharpness in FSRmod or Vanilla. I can get rid of this almost entirely with my settings...but it was a struggle. Judder / Stutter: fly treetops and look out right wing (FW-190), observe trees or buildings for choppiness. Biggest offender? low FPS. I can get rid of this entirely with my settings, mostly just based on total perf. Key settings summary: Grass Consensus: Normal. Does not matter unless you're flying low enough to see it. Me: Distant. I like the ground-rush that grass provides. HDR+Bloom Consensus: All off. Kills FPS in combination with Clouds, etc, especially with Bloom enabled (you can separately disable them in cfg). Me: All off. Maybe I do not know what I'm missing here. Terrain/Land_Anisotropy Consensus: Doesn't really affect FPS that much, people seem to go with Medium + Blurred. Me: Sharp + Rough. Helps with the ground-rush effect. Interested in feedback here also Clouds Consensus: High. Ultra seems to hit hard for some visual effect, likely not worth it. Me: High seem beautiful enough. Shadows Consensus: Off or Ultra to minimize shimmering. Me: Medium. I get rid of shimmers through other means like MSAA + Sharp settings. Can't see how Ultra is worth it...silly to have no shadows at all. Interested in thoughts here. AA Consensus: FXAAx4 (visuals, perf) or MSAAx2 (aliasing, reduce shimmer). Me: MSAAx2. less jaggies and -importantly - less shimmer than FXAAx4. I'd be willing to make changes here. GameSharpness Consensus: Off (if using FSRmod). Me: Off. NOTE: Did not matter if I used FSRmod sharp 0 + Game 1 or vice versa. Both resulted in similar shimmering. I'd guess the in-game setting sits somewhere equivalency between 0.6 and 0.9 sharpness in FSRmod. FSRsharpness Consensus: 0.1 to 1.5, most commonly in the 0.5 to 0.7 range. Can also turn off to 0 and try in-game (no shimmer change for me in that scenario, less control over it than FSRmod). Me: 0.4 - anything over 0.6 added too much shimmer for me. I should map the hotkeys to test this live though...that's a neat trick. Thoughts? FSRradius Consensus: 0.4 to 1.5, most commonly in the 0.5 to 0.75 range. Me: 0.5 - One time I ended up in a funky state where I could clearly see this boundary when looking down at a heavily forested area. It does seem that there's little point in expanding this beyond 0.4 to 0.6, as the standard VR focuses within this zone. FSRrender Consensus: 0.6 to 1.0, most commonly around 0.7 to 0.8 (0.77 cited most frequently, per readme). Me: 0.77 - couldn't really discern a difference visually between 0.6 and 0.9, honestly. I'm sure there's some. Perf clearly improved at lower #s. Using @SCG_Fenris_Wolf's default settings got me functional from non-functional. FSR makes a big difference in FPS, for sure. FSR vs NIS Consensus: FSR enabled. NIS disabled. Me: NIS enabled since I have a RTX 3080 and they're so similar, negligible differences. Internet tells me that NIS may be slightly better visually and perf in an average game, although DLSS clearly differentiated (N/A here). I ALSO disabled FSRmod and tried NIS through the "new" (Nov 2021) Nvidia CP option at 25%, roughly the same result as sharp 0.4 and render 0.77. I think @SCG_Fenris_Wolf plans to update his awesome thread with NIS vs. FSR latest soon. Nvidia CP: Consensus: Defaults, mostly. Clamp LOD. Maybe high textures. Power = max performance. Pre-render 1. Me: I use Consensus. Also tried NIS native in CP at 25% but no real difference compared to FSRmod. WMR Consensus: Max quality, 90 fps. See awesome thread Me: Same as awesome thread SteamVR Consensus: 50% to 150%, usually people land around 78%, 100%, or 108%. Of course, this is all relative and rarely are folks explaining their per-eye pixels. Motion Smoothing ON (usually not forced on, but some do...I spend MOST of my time in 90+ for Quick Missions). Me: Either 82% without FSRmod or 108% with FSRmod. Smoothing ON (enabled, not forced), please note this is snyonymous with the term "reprojection". I mostly float above 90fps but have both random gpu and cpu-bottlenecks that enable reprojection on the fly for moments here and there. Really recommend setting up the visual indicator of reprojection status HERE 50% (undersampled to base resolution 2160) = 2240x2196 82% (1.3x2160) = 2868x2812 100% (native) = 3168x3104 108% (1.5x2160) = 3421x3352 1.3 to 1.5x is the recommended multiplier against your vertical resolution to ideally compensate for distortion in VR, per awesome thread My IL2 configs: Spoiler [KEY = camera] cinematic = 1 head_smooth = 0.50000 hmd_restricted = 1 shake = 1 vr_zoom_speed = 0.20000 [END] [KEY = force_feedback] amplitude = 1.00000 enabled = 1 force = 1.00000 [END] [KEY = graphics] 3dhud = 0 adapter = 0 bloom_enable = 0 canopy_ref = 0 desktop_center = 1 detail_rt_res = 2048 draw_distance = 0.00000 far_blocks = 1 fps_counter = 1 fps_limit = 0 full_height = 720 full_width = 1280 fullscreen = 0 gamma = 1.00000 grass_distance = 200.00000 hdr_enable = 0 land_anisotropy = 1 land_detail = 3 land_tex_lods = 2 max_cache_res = 1 max_clouds_quality = 2 mgpu_compatible = 0 mirrors = 0 msaa = 1 multisampling = 1 or_ca = 0.00377 or_dummy = 0 or_enable = 1 or_height = 2196 or_hud_rad = 0.85000 or_hud_size = 0.85000 or_ipd = 0.06000 or_render_eye = 0 or_sipdc = 0.03000 or_width = 2240 post_sharpen = 0 preset = 2 prop_blur_max_rpm_for_vr = 155 rescale_target = 1.00000 shadows_quality = 2 ssao_enable = 0 stereo_dof = 5.00000 vsync = 0 win_height = 720 win_width = 1280 [END] [KEY = input] exclusive = 1 input_map = "input.map" mouse_plane_control = 0 old_trackir = 0 turrets_angle_limit = 0.00000 turrets_dc = 0 [END] [KEY = interface] forces_color_mode = 0 language = "eng" log = "_gui.log" scale = -1.00000 showcompas = 1 showicons = 1 units = "" withdebug = 0 [END] [KEY = iservice] proxy_name = "alpha.il2sturmovik.net:443" register_url = "" server_debug = "" try_ping = 0 try_web_port = 1 use_proxy = 1 [END] [KEY = network] available_ip = "" client_download_traflimit = 1000 client_ip = "" client_upload_traflimit = 1000 downloader_port = 28100 server_download_traflimit = 1000 server_upload_traflimit = 1000 tcp_port = 28000 udp_port = 28000 [END] [KEY = sound] count = 32 debug_radio = 0 interface = 1 interface_music = 1 quality = 1 speedenable = true volume = 0.50000 [END] [KEY = system] bin_log_folder = "" chatlog = 0 debug_info = 0 debug_render = 0 dlgbox_sky = 0 gamelog = 0 keep_binary_log = 0 mgenlog = 0 mission_text_log = 0 modes = 0 playoffline = 0 reset_configs = 0 reset_effects = 0 reset_textures = 0 sdebug = 0 show_net_skins = 1 skin_dir = "graphics\Skins\" [END] [KEY = track_record] fx_sound = 2 record_graphics_effect = 1 record_ground_vehicles = 1 [END] [KEY = updater] language = "eng" locales = "rus,eng,ger,spa,fra,pol" seed = 0 [END] My FSR/NIS configs (when applicable): Spoiler { "fsr": { "enabled": true, "useNIS": true, "renderScale": 0.77, "sharpness": 0.4, "radius": .5, "applyMIPBias": true, "debugMode": false } } My Nvidia Control Panel configs: Spoiler About Me: Long-time reader, first-time poster. Played IL2:1946 heavily since ~2007 (and RoF from 2009). Dabble heavily in DCS also (A10, AH-64, F18 only) while IL2:GB matured and I finally had a rig that could support VR (wanted first experience in GB to be VR!)....finally got her up to spec (first time in my 40+ years I've had a dynamic duo GPU+CPU that could actually accomplish something)! Having experienced flight-sim since Tandy1000 Microprose F-15 Eagle and attempting to optimize pixels ad nauseum with 2xVoodoo2s for Longbow, I now step cautiously into the VR world... My Core specs: CPU = INTEL I7-10700K @ 5.3 GPU = MSI RTX3080 GMN Z TRI 10G LHR RAM = G.SKILL 32GB 2X16 D4 3200 RIPJAWS VR = HP Reverb G2 (2022 model) My Peripheral specs: Spoiler PEDALS = CH Pro CONTROLS = Thrustmaster Warthog HOTAS 6DOF = TrackIR KEYS = Logitech G PRO Mechanical MOUSE = Logitech G403 Hero 25K CASE = LIANLI 205M TG MATX CASE BLACK MOBO = ASROCK Z590M PHANTOM GAMING 4 PSU = EVGA 850GA 80+G FM ATX PSU COOL = CORSAIR ICUE H100I RGB PRO XT STORAGE = SAMSUNG E 1TB 980EVO NVME M.2 SSD OS = MS OEM WINDOWS10 HOME 64BIT COEM MONITOR = Acer 27" Class Curved WQHD FreeSync Edited July 10, 2022 by Airwolf-CAVU 4 4
[CPT]Crunch Posted July 4, 2022 Posted July 4, 2022 I'd recommend you drop your preset to 1, than manually set land_anisotropy = 16, land_tex_lods = 7, and set shadows quality at minimum 3, give that a whirl and see what you think. But best to dump steamVR and swap to open composite/openXR, there's far larger and more capable set of tools to work with to achieve the goals you are seeking.
Airwolf-CAVU Posted July 4, 2022 Author Posted July 4, 2022 (edited) 20 minutes ago, [CPT]Crunch said: preset to 1, than manually set land_anisotropy = 16, land_tex_lods = 7, and set shadows quality at minimum 3 Excellent, thank you! Will try today. Anisotropy is cheap and I usually go 16x but didn't realize one could hand-jam numbers in there. What does land_tex_lods do? Is that the UI 1x,2x,3x,4x setting? I'll look into openXR but need to get some stick time in before investing in another round of re-optimizing! How mature is that implementation? Edited July 4, 2022 by Airwolf-CAVU
[CPT]Crunch Posted July 4, 2022 Posted July 4, 2022 It's related to the 1-4 land settings, but a manual override, once you manually set these changing anything in the graphics UI will auto reset them back. It will ask if you wish to restart simply looking in your graphics without changing anything from than on, just hit cancel and exit, or if you do make any change reset them by hand again. There's posts by Lizlemon with the details on what exactly these do and how they work somewhere or other. As far as openXR, it's the original foundation everything VR including steamVR was built upon, so it's about as mature as you can get. The tools allowing you to optimize it are new, but from my vantage point they're superior since one can use them while in VR directly within the game. Many of the user adjustments can be done and seen in real time as you make them, makes for fast and painless tuning on the fly, and there's a bunch of them with many combinations allowing for plenty of fine tuning to your own degree of satisfaction. 1
Youtch Posted July 4, 2022 Posted July 4, 2022 1 hour ago, [CPT]Crunch said: I'd recommend you drop your preset to 1 When you said preset to 1 manually. What are you referring to? Low, Medium, High, Ultra?
[CPT]Crunch Posted July 4, 2022 Posted July 4, 2022 Balanced, low is zero, balanced 1 and so forth. Basically your just rendering trees in a further out ring than you can see effectively on anything higher than balanced. Better to juice up the eye candy with things like clouds and shadows than trees.
Airwolf-CAVU Posted July 5, 2022 Author Posted July 5, 2022 (edited) Great finds @Youtch, I had not seen the Presets Control thread and that makes things more clear (there's a litany of config options controlled by the "base" setting that cannot yet be modified in config). Here's a good thread also that describes the Tree rendering (which I now understand can be "configured"). @[CPT]Crunch per above, this is an elegant solution: modifying the Base setting to obtain perf improvements by lowering otherwise inaccessible settings (ex: forest distance down to 2...from (?)). What does it choose when I'm on "Custom"? The trees rendering at a shorter distance looks just fine from most altitudes except in the weeds they start to sprinkle in over the horizon (not a bad tradeoff for better shadows/mirrors). Still curious why you're pushing Ultra shadows though? Your proposal also pushes the land anisotropy (still shows "Blurred" in the UI) up to 16x, I could tell the difference here. Could not find the referenced thread on land_text_lods thread by LL and unsure if I noticed a difference here but unsure what to look for. I've updated my config and original post with these settings! Edited July 5, 2022 by Airwolf-CAVU
Airwolf-CAVU Posted July 6, 2022 Author Posted July 6, 2022 (edited) I fixed my ghosting / blurring issue entirely by disabling Motion Smoothing/Reprojection in SteamVR and swapping to 60hz in WMR! I really wanted to get rid of the last bit of blur/ghosting that randomly resulted when "static" objects moved really quickly against a moving background (ex1: wingLE and pitot against trees, grass, landscape during barrel roll at low altitude ; ex2: head on pass of an enemy aircraft below me, against the terrain). Once I enabled the live GPU status and the live Motion Smoothing/Reprojection indicator together (via WMR settings within SteamVR accessed via Right Controller menu button), I could see that moments of high GPU saturation - quick blips over 10-11ms @ 90hz - that correlated to the blurring/ghosting. Turns out the blur/ghosting I'm seeing is absolutely caused by Motion Smoothing/Reprojection (either forced ON or AUTO when <90fps). Ultimately, I could tweak my settings to get 90fps in nearly all aspects of flight except those fast-contrast moments...once I turned OFF Motion Smoothing/Reprojection at 90hz, I could see tiny moments where my fps dropped into the 80s or even 89. In those moments, the AUTO Reprojection setting enabled Motion Smoothing and this dropped me to 45fps and inserted best-guess frames to keep things "smooth" during these fast moments. This would make sense if I dropped into the 40s or even 50s...but if I'm mostly >90fps with occasional slight drops below, it introduces unnecessary visual artifacts like ghosting. Unfortunately, like others indicated, even a top-end system cannot maintain >90fps 100% of the time during quick missions and will certainly experience bigger drops during dense campaign action (guessing 70s or even 60s possible for me). So if I want steady frame times, no stutter, and no ghosting then I have 2 options: A) Keep 90hz, turn off motion smoothing/reprojection, lower lots of settings + FSRmod. Uglier but I always stay above 90fps B) Switch to 60hz, keep high settings for eye candy + FSRmod. Things look beautiful, sharp, and I will certainly always stay above 60fps (16ms of overhead instead of 11ms) NOTE: Even if I ever drop below 60fps, I could: 1) just deal with stutters for the brief moment, 2) lower settings a tad, or 3) just use motion smoothing/reprojection on AUTO (which would briefly drop me to 30fps and likely give some brief ghosting but eliminate stutters). So I went with Option B, that's my style. Yet, seems Rule #1 is not to use 60hz...but it's the only thing that will always work for my preferences. What are the negatives of using 60hz again? I find it hard to ascertain. Adding my final settings below, just in case folks want to compare before/after: [I also like preset on 2 instead of 1 as it buys me a bit more distance on tree renderings on the horizon when flying low - this was a great tip] My current IL2 configs: Spoiler [END] [KEY = camera] cinematic = 1 head_smooth = 0.50000 hmd_restricted = 1 shake = 1 vr_zoom_speed = 0.20000 [END] [KEY = force_feedback] amplitude = 1.00000 enabled = 1 force = 1.00000 [END] [KEY = graphics] 3dhud = 0 adapter = 0 bloom_enable = 0 canopy_ref = 0 desktop_center = 1 detail_rt_res = 2048 draw_distance = 0.27400 far_blocks = 1 fps_counter = 0 fps_limit = 0 full_height = 720 full_width = 1280 fullscreen = 0 gamma = 1.00000 grass_distance = 200.00000 hdr_enable = 0 land_anisotropy = 16 land_detail = 1 land_tex_lods = 7 max_cache_res = 1 max_clouds_quality = 3 mgpu_compatible = 0 mirrors = 0 msaa = 1 multisampling = 1 or_ca = 0.00377 or_dummy = 0 or_enable = 1 or_height = 2604 or_hud_rad = 0.85000 or_hud_size = 0.85000 or_ipd = 0.06063 or_render_eye = 0 or_sipdc = 0.03000 or_width = 2659 post_sharpen = 0 preset = 2 prop_blur_max_rpm_for_vr = 155 rescale_target = 1.00000 shadows_quality = 4 ssao_enable = 0 stereo_dof = 5.00000 vsync = 0 win_height = 720 win_width = 1280 [END] [KEY = input] exclusive = 1 input_map = "input.map" mouse_plane_control = 0 old_trackir = 0 turrets_angle_limit = 0.00000 turrets_dc = 0 [END] [KEY = interface] forces_color_mode = 0 language = "eng" log = "_gui.log" scale = -1 showcompas = 1 showicons = 1 units = "" withdebug = 0 [END] [KEY = iservice] proxy_name = "alpha.il2sturmovik.net:443" register_url = "" server_debug = "" try_ping = 0 try_web_port = 1 use_proxy = 1 [END] [KEY = network] available_ip = "" client_download_traflimit = 1000 client_ip = "" client_upload_traflimit = 1000 downloader_port = 28100 server_download_traflimit = 1000 server_upload_traflimit = 1000 tcp_port = 28000 udp_port = 28000 [END] [KEY = sound] count = 32 debug_radio = 0 interface = 1 interface_music = 1 quality = 1 speedenable = true volume = 0.25000 [END] [KEY = system] bin_log_folder = "" chatlog = 0 debug_info = 0 debug_render = 0 dlgbox_sky = 0 gamelog = 0 keep_binary_log = 0 mgenlog = 0 mission_text_log = 0 modes = 0 playoffline = 0 reset_configs = 0 reset_effects = 0 reset_textures = 0 sdebug = 0 show_net_skins = 1 skin_dir = "graphics\Skins\" [END] [KEY = track_record] fx_sound = 2 record_graphics_effect = 1 record_ground_vehicles = 1 [END] [KEY = updater] language = "eng" locales = "rus,eng,ger,spa,fra,pol" seed = 0 [END] My current FSR config: Spoiler { "fsr": { "enabled": true, "renderScale": 0.8, "sharpness": 0.85, "radius": 0.65, "applyMIPBias": true, "debugMode": false } } My current SteamVR config: 100% (native) = 3168x3104 Motion Smoothing OFF Advanced SuperSample Filter OFF 60hz refresh via WMR setting Hope folks find this useful. FYI @Firdimigdi, I had suspected my blurring could be AI-driven but tested that in several quick mission scenarios with lots of AI planes. I saw MORE blurring/ghosting with lots more AI aircraft but it always went away when I disabled Motion Reprojection. You seem to know WAY more about this than me...so you're likely onto something different but only wanted to flag since I read your post: ensure that you accidentally did not enable Motion Reprojection/Smoothing in the "WMR for SteamVR settings" within SteamVR and forget about it, as that seems to OVERRIDE the regular SteamVR Settings menu. I ran into that by accident when configuring random variations (you'd see if it you have the Green/Cyan/Blue/Red indicator displayed - should always be RED if OFF). For me, SteamVR Settings showed Motion Smoothing OFF and Per-App showed FORCED OFF for WMR; however, it still was smoothing/reprojecting in-game! Turns out, I had earlier changed the setting inside "WMR for SteamVR settings" within SteamVR [accessible only via VRcontroller] from 'Per-App' (default) to "Auto"...and that trumped the SteamVR setting [accessible anywhere, via mouse or VRcontroller]. Edited July 10, 2022 by Airwolf-CAVU
firdimigdi Posted July 7, 2022 Posted July 7, 2022 (edited) 9 hours ago, Airwolf-CAVU said: FYI @Firdimigdi, I had suspected my blurring could be AI-driven but tested that in several quick mission scenarios with lots of AI planes. I saw MORE blurring/ghosting with lots more AI aircraft but it always went away when I disabled Motion Reprojection. That's not the test scenario. Read all about it here, plus more in the latter posts: No motion reprojection involved. I, and I'm sure quite a few others, wish it was as simple as that. Current running theory based on profiling the game (see last post in above thread) is that there's something happening with the Scaleform calls; Scaleform is a, somewhat old, rather heavy and capricious, UI middleware. When multiple AIs are active the CPU time used by Scaleform seems to balloon for some reason. Could be a red herring, but that's the thing that stood out the most that could explain why this issue is irrelevant to graphical settings and other options and is solely related to the presence of multiple AI. Edited July 7, 2022 by Firdimigdi
Airwolf-CAVU Posted July 10, 2022 Author Posted July 10, 2022 (edited) On 7/7/2022 at 12:33 AM, Firdimigdi said: No motion reprojection involved. I, and I'm sure quite a few others, wish it was as simple as that. Understood. Will keep an eye out. Thank you. Also, appreciate the VRnecksafer posts. To update this thread, I'm loving things on my settings posted above on 06 JUY WED. It's just incredible. 60hz made all the difference and I can ultra all the settings (clouds, shadows, etc). In the end, I only play for 1-2hrs at a time and did not notice any eyestrain or flickering at 60hz. Also installed VRNeckSafer and got that setup. It's amazing, as advertised. v209 attached here. Setup: L/R button as hat on HOTAS Warthog 60deg rotation with Translation L/R 10 and Fwd 5 Snap view only App mode = Background Game mode = Auto Position compensation = Never Startup sequence: Headset power on WMR manual open SteamVR manual open VRNS manual open IL2 load Center at menu and again after unpause VRNeckSaferV209.zip Edited July 10, 2022 by Airwolf-CAVU
Youtch Posted July 10, 2022 Posted July 10, 2022 (edited) Ghosting and motion blur are for me two different issues. With your settings, how are enemy fighter planes looking like when attacking with high angle? I refer to plane flying very fast accross your cockpit at 90 degrees and quite close to you? Ghosting for me happened when the performance of the system was not good or when i had applied weird settings such as motion reprojection and it happened only in the conditions mentionned above at high angle. I understand that ghosting is when you see 2 planes instead of one. High fps shall gives better result than low fps. Motion blur, as i understand it, is that everything becomes a little bit blurry, like the cockpit instrument when you move your head fast, and here i thought that it is a g2 problem, since the sweet spot is so small. Edited July 10, 2022 by Youtch
Airwolf-CAVU Posted July 11, 2022 Author Posted July 11, 2022 (edited) @youtch - I would agree with that description of Ghosting and it's causes there. Same with blur. 100%. With my settings, at high aspect and fast movement I PREVIOUSLY saw a single aircraft blur into 2 as it moved quickly. Same with looking at the right wing pitot tube at low altitude, high speed during barrel roll (this seemed to be the easiest test to replicate): it would visually split into the "actual" pitot tube (straight) and a blurry double that stretched at an angle away from the wing. Based on your descriptions, I would define these scenarios as ghosting 100%. Clearly, for me, the removal of motion projection stopped the Ghosting. The drop to 60hz stopped the stuttering (more CPU/GPU overhead) with max'd settings. The blur, as your describe it, persists and seems limited by hardware FOV (as you stated). I can BARELY tell a difference in this sweet spot size by adjusting the Radius setting from min > max in FSR. Maybe worth mentioning that, being new to VR, you definitely want to move your eyes less and keep them looking straight ahead, instead moving your head to align with "center" of what you need to focus on. That's why VRneckSafer is so clutch. Edited July 11, 2022 by Airwolf-CAVU 1
Youtch Posted July 11, 2022 Posted July 11, 2022 1 hour ago, Airwolf-CAVU said: Radius setting from min > max in FSR I haven t found anyway to use the radius when going OpenXR. I love OpenXR though, it makes everything slightly more clear and no more dull colors.
Airwolf-CAVU Posted July 11, 2022 Author Posted July 11, 2022 Seems like they're creating a VRNS for OpenXR now, so once that's functional I'll probably swap over. Glad to hear it's promising and easy enough to setup for IL2?
SvAF/F16_Goblin Posted July 11, 2022 Posted July 11, 2022 1 hour ago, Airwolf-CAVU said: Seems like they're creating a VRNS for OpenXR now, so once that's functional I'll probably swap over. Glad to hear it's promising and easy enough to setup for IL2? The VRNS is already out for OpenXR Norbert Siepenkötter / XrNeckSafer · GitLab 1
Airwolf-CAVU Posted July 11, 2022 Author Posted July 11, 2022 Excellent thank you! What’s the best thread for OpenXR install?
SvAF/F16_Goblin Posted July 15, 2022 Posted July 15, 2022 (edited) On 7/11/2022 at 9:21 PM, Airwolf-CAVU said: Excellent thank you! What’s the best thread for OpenXR install? Just follow the readme instructions in the download and all should be fine. Also on the GitLab page there is detailed instructions if you scroll down. The only thread I know of in IL-2 forums is Edited July 15, 2022 by SvAF/F16_Goblin
firdimigdi Posted July 15, 2022 Posted July 15, 2022 On 7/11/2022 at 10:21 PM, Airwolf-CAVU said: What’s the best thread for OpenXR install? Not a thread but this is a rather complete write-up for using OpenComposite's OpenXR branch and all the basics without snake oil: https://mbucchia.github.io/OpenXR-Toolkit/opencomposite.html
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