January 3, 20215 yr Which of the 2 produces better results? For me SteamVR has better quality (smoothness and less artifacts (flashes microstutters and texture wobble) but needs really to be cranked down to something like 1400X1400 px resolution (RTX 3070) Do you know where resides the actual resolution that MSFS is taking from when calculating rendering percentage? I've managed to incorporate FS into Steam by UWPHook and have a "per application" setting available in VR settings. No matter which resolution I set there FS is picking something else as starting point.
January 4, 20215 yr The expert, "VR Flight SIm Guy" says OpenXR is way better for G2 than Steam VR Look at his 3 minute YouTube called "MSFS VR | 3 MINUTE GUIDE! HP REVERB G2"
January 4, 20215 yr Author I think i'll stay with SteamVR. I've conducted a test with all the settings being equal, just switching the interfaces. Head panning (and you do a lot of that in vr) with SteamVR is butter smooth, while with OpenXR there are very subtle microstutters Could be that XR gives more FPS but I think at the expense of the slight artefacts, especially in movement. I am very sensitive to stutters (systemic ones, not occasional judder) them being a major immersion breaker and I have almost none in SteamVR How can you test this? While stationary rotate your head 90 degrees and look down while adding just enough power to get the aircraft moving and watch the tarmac. StreamVR does produces subtle texture jerkiness but only if you are hell bent on finding them. So in 95 percent of normal operation you have no stutter at all. My settings are exact copy as suggested below, except that I am using SteamVR instead of OpenXR. Maybe I could afford to up some items as I am running RTX3070 instead of RTX2070 Super mentioned here. https://forums.flightsimulator.com/t/my-2070-super-vr-settings-and-suggestion-reverb-g2-wmr/342582 TAA 60% SS 100% Best for analog gauges GA aircraft with super detailed outside view. Scaling is done in sim with 100% render in SteamVR. He also says this, but maybe he is not that sensitive to microstutters😀 SteamVR OpenXR and Reverb G2 It is possible to also use the Reverb G2 with the SteamVR OpenXR driver. I didn’t find any performance advantage for now but I’m reserving this entry here to add further comments over time. EDIT: Give it a couple of seconds till the image settles down as it appears very unstable at first Rig: i7700K@4.7 32GB RTX3070 Edited January 4, 20215 yr by versus
January 4, 20215 yr I am running a G2 with a 2070 Super and am having the best results using the OpenXR Developer Tool with custom render set at 70% and motion reprojection disabled. In the sim I am running the VR render at 90%
January 4, 20215 yr Author 41 minutes ago, PlumCrazy said: I am running a G2 with a 2070 Super and am having the best results using the OpenXR Developer Tool with custom render set at 70% and motion reprojection disabled. In the sim I am running the VR render at 90% I think it's better not to touch sim rendering and leave it 100% as per MSFS VR | 3 MINUTE GUIDE! HP REVERB G2 - YouTube Have you actually tried FS with SteamVR? To be more precise it is WMR for SteamVR Windows Mixed Reality for SteamVR on Steam (steampowered.com) It's sort of middleware between WMR and SteamVR Leave all things as you have them now, if you wish. in WMR for SteamVR go to settings - developer and click After you try it and you want to go back just click this in Mixed Realty Portal. That's it. No need to tamper with registry.
January 5, 20215 yr VR Flight Sim Guy has 1080Ti and i5 CPU He now recommends 100% render setting in the sim and 50% in the customized option in "Windows Mixed Reality OpenXR Developer Tools" app Not to be confused with the Windows OpenXR runtime which I presume is installed with the G2 installation. Edited January 5, 20215 yr by Poppapete
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