Yes. renderTargetScale is not SS. I think this is stated in the “Target” here.
This setting set maximum target for the resolution sent to the WMR compositor.
For example, if Steam renders 2000x2000 image per eye - SteamVR WMR driver target scale will set to 1400x1400. Downscale image to this resolution and send to the WMR compositor where an image is scaled up to native headset resolution. If you will set “target” to 2.0 you will get target resolution 2800x2800. So you will send full frame 2000x2000 resolution to the WMR compositor.
This is the reason you don’t’ have any performance difference. In both cases image rendered with 2000x2000 resolution per eye.
So sharper image is because it wont be strected and wont get bit Blurry.
Thank you, now I understand!
I will from now on use this rendertargetscale=2 to have more pixels sent to WMR, regardless of how much supersampling I do beforehand.
I set MotionReproduction to auto in the vrsettings file and it appears to lock my framerate at 45 fps. This results in really smooth motion. If I let the fps fluctuate then I get stuttering while flying over objects like buildings, ships etc.
I don’t really want to lower my settings enough to maintain 90 fps. It’s almost impossible anyway. If I’m better off leaving MotionReproduction disabled then should I lock the framerate with something like MSI afterburner?
The natural framerate of the Odyssey is 90 fps or Hz. This means that a new frame is shown every 1/90 second.
If your computer is too slow, or the game too taxing, it will ‘miss’ a frame: it needs more than that 1/90 second to render the frame and thus you are still watching the previous frame instead. By the time the ‘late’ frame is shown to you on the headset, 1/90 second later, your head may have moved a bit.
In order to account for this, you can shift the image a little to make it match your current head position, without rendering it from the ground up again. This is called motion reprojection. The transformation that is applied to the image is called the motion vector.
Because you are not rendering the image fully again, but just transforming, there is some ‘educated guessing’ involved. When the algorithm’s guess is wrong, this leads to what we call ‘artifacts’. Typically, it does not work well with things that are not reasonably slow moving solid objects, like the animation of a hyperspace jump or the fast moving rotors of a helicopter at the edge of your view, and it may cause some stripes there.
However, generally, I find the experience much smoother with motion reprojection than without, as my GTX 980Ti cannot render DCS at 90 fps. Motion reprojection takes out the ‘choppiness’ and gives a smooth feel to looking around when below 90 fps.
By default, WMR turns on motion reprojection when you are below 90 fps, and turns it off automatically when you are above. So it does not stop you from reaching 90 fps and playing without artifacts, it just saves you when you do drop some frames.
PS the timings in my explanation may need to be multiplied by 2 here and there, as the 90 fps is rendering for both eyes. Not sure, but this is not intended as a detailed explanation down to the millisecond. I hope the principle is clear.
I find that wmr motion reprojection wont give smooth experince if frames get near 45 or below (and thats not so rare in dcs ) so i find it better off because any stutter makes me angry. And artifacts are even more anoying.
But in oculus is was always set in auto , worked good even when it get below 45fps.
Maybe it gets update someday , least WMR team is still adjusting/improving things based what i find in internet.
And i add, this is personal thing. Maybe i need to try again. More time to adjusting than flying
REALLY on the fence right now… leaning towards returning it for same reason I did the last time. DCS at 1440p on a 32-inch monitor running at a locked 60 fps is gorgeous. TrackIR is buttery smooth even with mirrors on now. I really want to love VR but I’m having a hard time with it in it’s current state. I just hope the tech isn’t abandoned as news out of CES 2019 isn’t very promising. Seems like most companies doing VR want to focus on stand alone VR sets like the Oculus Go, etc. The only good news so far is apparently HTC is working on foveated rendering. Maybe next year we’ll see a true gen 2 PC VR headset?
That being said, I really encourage people to try VR for themselves IF they have the time. It’s somewhat of a pain to get setup right for DCS. You can’t rely on settings that other people tell you work. You have to test/tweak the settings and find out what works on YOUR system.
This is one of the things I like so much about the Rift. It is so easy to set up and it just works. You can do some simple tweaks, but generally it is pretty much plug and play.
The O+ is technically a better headset, but there is a lot more work involved with fine tuning it to perform well on any given PC, running any given game/sim.
I have gone back to my Rift for the time being, and will try the O+ again when my new PC arrives later this month.
I found the source of my microstuttering. Sadly it appears to be MSAA as the cause. The stuttering I’m talking about is not framerate related and it’s not immediately apparent. It occurs even at solid 45 fps. If I’m flying along looking straight ahead things appear smooth. If I’m flying low over buildings or forest and I look sideways at the buildings/forest I see microstuttering. With MSAA off there is none of this.
This may be more of a motion/reprojection @ 45 fps thing instead of a DCS thing. I noticed the same microstuttering in AeroFly FS2 over the Orbx Innsbruck terrain. AFS2 at Innsbruck also runs at 45 fps for me in the O+ with 200% Supersampling. It looks GORGEOUS but too bad its still AFS2 with boring flight model and lifeless environment, no ATC, no weather etc. etc.
In DCS, if I wanted any smoothness at all outside of turning everything to OFF/LOW in settings, I had to enable “motionReprojectionMode” : “auto” in the default.vrsettings file. Without that set to auto I get fps fluctuating all over the place mainly in the 60-70 range in the settings I was running.
I also tested the shaders mod vs no shaders mod. On my system with an OC’d 1080TI I didn’t see much benefit to running the shaders mod. It made things look slightly worse and even though it did increase my fps some it’s still not enough to maintain a constant 90 fps. I can easily maintain 45 fps without the shaders mod and much prefer the lighting, reflections, etc. without it. Canopy reflections look really cool and it sucks to loose that.
IF I could run DCS with 200% SS and MSAA x4 I’d be happy. It’s really disappointing to have to disable MSAA to get a completely smooth experience. I’m someone who can’t stand the sight of jaggies and shimmering in my simulators. I know it doesn’t bother some but I personally can’t stand it.
I’d say the O+ is certainly not comfortable to wear and I totally get the complaints about that. If I were to keep it I’m sure there’s ways to overcome that as some have mentioned. I’d also get some VR lenses to go with it since having to wear my contacts just for VR is a pain.
I’m pretty sure I’ll return the O+ and continue my holding pattern for VR. DCS optimization and gen 2 VR headset would probably pull me back in. There is interesting news on the 4k display front coming out from CES. Dell announced a 55" 120hz OLED 4k panel with adaptive sync coming out later this year. THAT would make one nice DCS display. Nvidia is also going to be adding support for freesync through a driver update later this month. If you’re in the market for a monitor/tv to play DCS on then that will give you more options while being able to take advantage of adaptive sync tech.