I mean with settings it’s whatever works for you best really. The MSAA is needed but a drop to x2 and Visib to High would probably mean you hit 55 fps enough to get the really smooth reprojection at 90 Hz (when enabled back to ‘auto’ in that file). For the longest time not realizing there were two types of WMR projection means I won’t shut up about it now.
I’m confused… TWO types is Reprojection??? Where can I find these? Witch one is the good one?
Here you go, the ‘better’ one is opt in and needs about 55 fps in the underlying game/sim to work well at the 90 Hz level - VR News: HP Reverb - Second Gen headsets are on the way - #356 by fearlessfrog
This seems as good a place as any to pass on a tip by Talonx1 in the DCS VR forums . For Rift users , disable the “Adaptive graphics performance” function in the Oculus debug tool . You’ll have to leave the tool running , but if you experience what i do , you’ll see a nice bump .
I noticed much-increased terrain and object shadow draw distances , and the end of those annoying micro-stutters when looking to the side .
I still have frames locked at 45 though , so i can’t address performance .
I’ll have to try that. The new trees certainly made a difference on my system with the Caucasus map, but an occasional stutter when I look off to the side is still there.
Could be placebo, but that tweak works really well for me! thanks buddy!
Yeah , so often these tweaks do nothing , but in this case the results were obvious . Many thanks to Talonx1 for mentioning it .
Will give this a try tonight!
So how do you get the disable to save? When I open the Tool and change “Adaptive GPU Performance Scale” to off and close/reopen the tool it is back to a value of default again.
I don’t think you can. You have to leave the Oculus debug tool open with this setting selected, and then run DCS. You have to do this each time you play.
Well darn. That’s annoying.
It’s not this is it?
It’s worth it for me Running a 1070 and i5-6500 , msaax2 , low civil traffic and cockpit shadows , flat terrain shadows and water high , medium view distance and trees 62% . It has never run so well and looked so good as it does with “graphics adaptive performance” and ASW disabled .
I have a CV1 . I can’t say definitively if what we’re discussing benefits the Rift S , but i’m thinking it prolly does…
I have kept my trees at 100% but with ASW on. Having the adaptive setting turned off has certainly helped with the ghosting on the flyby view.
I think the Rift has this setting too. It chooses if the Rift driver should downsample if the GPU is over 85% busy (or something, I need to look it up).
I think turning it off slightly lowers the base resolution (down to 1504×1616 on the S) which would help with frames per second a bit people are seeing. It might be the difference between ASW working well or not, as that needs a bit of ‘headroom’ over 45. Perhaps the change is one of those things that is hard to spot resolution wise, so a good trade off for better performance.
The only other thing I’ve heard the term around is power profiles of GPUs, i.e. adaptive on the Nvidia side, but I don’t think this is it if it’s in the Oculus debug tool.
Yeah i’m thinking different hardware setups and different graphics priorities will result in different benefits for everyone-but i’m also thinking most everyone will see some benefit .
So rather than running the debug tool it might be interesting to change this setting on the Rift or Rift S just to see if it had the same impact, and was ‘sticky’ meaning you didn’t need to do it all the time.
Maybe in reverse…the tooltip shows something like “turn off if you have a higher performance card”
Worth trying for Rift S owner at least . I don’t think i have that (or the room lighting hz option) for the CV1. Have to see if it was added in last update .