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TheFamilyMan

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Everything posted by TheFamilyMan

  1. Yes! Absolutely no need for SteamVR to run VR for MSFS. As for other things that need SteamVR, an excellent VR 'work around' for the G2 is OpenComposite.
  2. A bit late to this party, but here's the low-down on the downscaling that DLSS performs when doing its thing: DLSS Setting Input Resolution Scale Factor VR SS OFF 1.00 1.00x 1.00 QUALITY 0.66 1.50x 1.22 (√1.50) BALANCED 0.58 1.72x 1.31 (√1.72) PERFORMANCE 0.50 2.00x 1.41 (√2.00) ULTRA PERFORMANCE 0.33 3.00x 1.73 (√3.00) So this means that DLSS Quality downscales the 'input resolution' to 66% of the original resolution. MSFS renders the frame (i.e. scene) at that downscaled resolution and then the gcard's tensor cores upscales that rendered frame by 150% while performing its 'intelligent' sharpening. Obviously it's the MSFS downscaled rendering which yields the FPS increase. Using the OpenXR layer (OpenXR Tools for WMR) to the increase, i.e. upscale, the fed in 'input resolution' and then to hopefully super-sample the downscale of the DLSS processed frame that's fed to the G2 is cool way to use DLSS. It'd be great to know what sort of SSAA (if any) the OXR layer is performing when doing that downscaling. What's also interesting is the DLSS option of DLAA, which runs the tensor core DLSS sharpening without any frame scaling being applied. Dang, there are just too many permutations of down/up scaling 'shell games' to be tried. It'd be interesting to see a comprehensive white paper of which are best and which are placebo.
  3. I don't think that applying more GPU power can correct the problem with the VR blurry instrument readouts in MSFS. I've tried bringing my 3080 ti to its knees with high levels of supersampling coupled with TAA and some instrument text blur is still there. But there is a fix for this blur though its side effects are unacceptable: an AA setting of None. No joke, this works (for me at least), and this is why I made my first statement. IMO the problem is that the AA algorithms in MSFS fuzz up text in VR, and unless the devs implement AA differently for VR we'll have to live with either less than perfect instrument readouts or jaggies dancing along nearly every straight edge everywhere.
  4. I have given up on getting sharp focused instrument panels in VR with MSFS. For me using any form of AA in VR leads to no win scenarios in this regard. I've learned to the accept my less than perfect compromise, and get back to spending my time enjoying the sim flying VR experience. I'm done chasing rainbows here. BTW, Happy New Year! 🍸 🎉 🎇
  5. In VR I found that (IMO by far) the sharpest and clearest instrument panels, whether glass or steam, can be had by using an antialias setting of (drum roll please) None and a render scale of 100, with no external OpenXR settings active. Of course these setting have thier own problems elsewhere. After much wasted time I've settled on DLSS Balanced. No way it's perfect, but with my 3080 ti driven G2 it yields the best overall consistent compromise between settings, image quality and performance.
  6. It's really nice that Nvidia decoupled frame generation from DLSS. It will be a glorious day when FG tech is available in VR. I know the struggle between the MSFS pristine razor sharp full ultra 2d 'pancake' mode and the completely less than perfect G2 VR visuals in a world you are sitting in and flying through. Tossing the FG 2d frame boost into that power struggle must be crazy making. Oh, the joy of first world problems.
  7. The dll file is digitally signed by nvidia. Now if hackers got around that, we're all in for more trouble than just this dll. If you don't know was digitally signed means and does, please check it out. All serious computer users should thoroughly know about this stuff.
  8. Well, that's the solution I've been forced to use, but I still really miss those 3-5 hour multi-waypoint GA flights of the good ol' days. But hey, MSFS is so incredible compared to the ESP based sims of yore, and with VR to boot, it's a no brainer to sim fly MSFS regardless of its shortcomings.
  9. IMO the #1 really irritating missing/broken feature of MSFS is its save flight feature. Since I usually have about 1 hour or less of sim flight time available, it is really frustrating that when a saved flight in progress is loaded, all the GPS programming originally set up for the flight is lost. If it wasn't that MSFS wasn't so completely amazing otherwise, I'd still be with FSX and its perfectly working flight save and restore. Since it seems that only a few really care about this broken flight save/load feature, for it has a wish list entry with about 180 votes, chances of it being properly implemented seem non-existent.
  10. My entire MSFS install is also not in the installer's default drive and folder. Any attempt by me to rename that .dll fails with 'need admin permission'. I hope that Asobo pushes a patch for it soon, or at least the next MSFS build will include this updated dll. Do you notice any VR performance or quality improvements with that updated dll? Hmm...TechPowerUp shows that dll originates from "Marvel's Midnight Suns". I'd guess that dll is more towards targeting better DLSS 3 support.
  11. Cool idea for a mod, but for us MS Store version owners its folder, though visible, is totally locked down.
  12. If I was in your position I would have made the exact same purchase, as my good friend did too. I succumbed to the highway robbery gcard MSRP prices of last year when I bought my 3080 ti to retire my 5 YO 1070, and in comparison to that purchase you got a decent deal. One consolation is that I sold that 1070 for $270, which yet is another example of the crazy times we've all been through.
  13. If you've got a simpit like that (drool), you better be using an Areo. I do agree though, as a G2 user, things could be better (but that is if price was no object). Thanks for posting that video.
  14. So now we really know why tower cases are so spacious, so they can be filled with our monsterous air coolers. Sporting a DH-15s in my build as well, and I thought my 3080 ti FTW3 was huge. Nice pic, thanks; now back to VR sim flying.
  15. I'm stoked for your new VR setup, thanks for posting your experiences. I had the same PSU cable connection joy when I installed my 3080 ti, replacing a 1070. Ended up not worrying about its cable management which I so carefully planned for the rest of my build.
  16. Rumors are circulating that nvidia will be dropping the price of the 4080 in about two weeks. The card isn't selling well; heck I can drive to a local computer shop, Central Computers, and buy one off the shelf right now. They've been sitting there for days (just like in the good ol' days). I'm bummed for those early adopters that may be burned by what could be coming.
  17. I think that the idea of using eye tracking to mimic what I call focal depth in VR is spot on, and for it to be of true value it's got be be coupled with a huge VR sweet spot which the Varjo Aero has. I got a bit misdirected that foveated rendering was more about economizing graphics performance vs. mimicking human visual perception. So here's a little 'thought experiment' to consider on the ideal implementation of DFR: You're in your VR sim, flying along and you notice a highly detailed UFO flying about 25m away from you at your 1 o'clock low, and there are some lovely forested mountains about 3km from you at the same LOS as the UFO. Now if the eye tracking and DFR is done correctly, when you focus on the UFO the mountains will be blurred in the manner that yours eyes expect in IRL, and if you now focus on the mountains just next to the UFO, the UFO will now be blurred as described. Will the MSFS rendering stack to your HMD be capable of dealing with rendering this DFR scenario correctly? Edit: IMO this is goal of the perfect VR experience, when game engines have this eye tracking DFR built in coupled with HMDs to drive it...now we're talking!
  18. Using my G2 HMD, which is listing in my signature. I had my wires crossed on what forveated implementation I tried. The OpenXR Toolkit has one which I tried and rejected, but also the openvr_frs mod for SteamVR has a less advanced implementation that I also tried, which I found somewhat lacking. Do you have any experience with a foveated VR implementation?
  19. I've used a foveated rendering implementation in a mod for SteamVR while using the IL2 sim. I could notice the fuzzed up perifery and it was very distracting. Perhaps for others it's not a such problem.
  20. According to MSI, you'll be fine with your 850W PSU. And BTW, congrats on your 4080 purchase. I mentioned in a different topic about a friend that happened to get the same gcard, upgrading from a 2080S. He is beside himself with the discovered pleasure of his new found VR realm, his #1 joy is that at 45-60 fps everything is now readable in the cockpit without having to zoom in. I too strongly considered returning my G2 right after I bought it, and that's using it with my 3080 ti. For me it took about three weeks getting used to it, and getting a reliable and accurate fit was something I initially wasn't doing right. I imagine that once you acclimate to the sweet spot (and your 4080), you'll wonder how you got by for all those years without VR. No joke...there's no going back to 2D sim flying.
  21. This is why we now have humongous coolers to overclock past those time-limit constraints...but hey you already know that. 😁 I'm able to hit a stable 5.2Ghz with two of my 10700k's cores (no longer a bit deal 🙁), though the voltage that it takes (1.45v) is insane. What's hilarious is that that 2 core voltage is from the stock VF curve...got to trust intel, right?
  22. I've experienced SDE with other VR HMDs (and thought "no way" about VR at the time) and the G2 doesn't have it though if you got really good eyes, which I do, there is a super fine grain (well, that may not be the right words for it) that's barely noticeable with the terrain at altitude. Sort of thing if you're looking carefully for it, you'll see it and visa versa. IMO it's a tradeoff that's highly worth it considering the price of admission. I too am most curious with my friend's 4080 install. He's got a 990k which he doesn't OC, 32GB DDR4 and a 2080S driving a G2. He's been looking forward to this day for months. Right now he's getting 25-30 fps in VR with his settings. I'll let you know how it all comes out.
  23. Oh, you are in for a treat! P51 gunnery in VR is amazing. You can actually track in the bullets' trajectories. That was the hook that made VR a 'must have' for me, though with IL-2. BTW, the #1 reason I got a 3080 ti was for VR. The guy that got me hooked on VR is installing a 4080 today...just to let you know how much VR can warp your judgement. 😉
  24. Good call at that price, you won't be sorry. Be patient getting your G2 dialed in, at first its visuals seem greatly lacking compared to 2D, but dang, you are now IN the cockpit. You'll have to dial back all of your settings, and definitely become friends with the OpenXR Toolkit's scale, sharpen and other features. Hope your muscle memory is good using your controllers and expect about 30 fps with your 1080 ti. Using modest settings I get a solid 45 fps in my G2 with a 3080 ti, zero regrets here. Just beware like it was with TIR, once you've acclimated to VR, there is no going back to 2D (though some can't acclimate).
  25. To each their own grail. To have a solid 90 fps in MSFS with my Reverb G2, now we're talking!
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