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Drop in FPS after a while in flight.
Grindathotte replied to magdrop's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)I see the same thing with a Quest 3 on a 4090. If I fly a helicopter low over a forest, the frame rate drops. This is perhaps not surprising, but it does not recover when I move on. Hitting the escape key twice (out of, then back into VR) restores it quickly. Actually, you are still in VR, but in 2D mode.
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I'm tired of borders...
Grindathotte replied to Daube's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)I quite agree. The Pimax Crystal Super ultrawide is supposedly capable of 140 degrees. I tried one, but sent it back as it did not suit my face shape, and I could not get near that figure. I'll stick with the Quest 3 for now. There have been a few prototypes with 180 degrees, but I am not sure we will ever see them in production.
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My VR Headset Journey Revelations
Grindathotte replied to Rob G's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)For me, visuals on the Quest 3 have gotten better and better. Using a 4090, I set the resolution to 5000 horizontal with OpenXRToolkit and set Foveated Rendering to 35%. With such a high horizontal resolution, it is not too blurred outside the central region. With that setting, I can use TAA. I use SSW and a 72 Hz refresh rate. It seems so clear now that the urge to upgrade my headset is diminishing.
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reprojection mode and Quest 3
Grindathotte replied to solito's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)I use reprojection in Virtual Desktop. I think this has been optimized to make use of the headset GPU, rather than draining anything more from the PC GPU. I think the smoothness it brings is worth the odd artefact and it's much better now than in the early days.
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Would a Crystal Ultrawide be a waste with a RTX 4080?
Grindathotte replied to ryanbatc's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)
- Would a Crystal Ultrawide be a waste with a RTX 4080?
Grindathotte replied to ryanbatc's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)Foveated rendering at 30% resolution and 50% coverage takes the Super down to around 32 million pixels. Of course, there will be overheads for quad views, and the wider FOV means more triangles and more textures have to be processed. There's also DLSS, sharpening, and dropping the refresh rate to 72 Hz. Plus, there have been software optimisations that have delivered significant FPS gains compared with the early days, when people said the Super was fantastic with a 5090. It also depends on what you like to fly and where you want to fly. I look forward to somebody with a 4090 (or less) and Crystal Super putting it to the test; maybe I will have to be the first.- Would a Crystal Ultrawide be a waste with a RTX 4080?
Grindathotte replied to ryanbatc's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)I have a 4090 and was considering a Crystal Super. I fly helicopters, generally way from cities. I currently have a Quest 3 rendering at about 4K X 4K with DLSS (helps overcome video encoding artefacts). I can go higher if I use fixed foveated rendering. In theory, I should be able to run the Crystal Super; am I missing something?- MSFS2024 performance drop after exiting to Menus and back
Grindathotte replied to MarcG's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)I have the non-Steam version. I have occasionally had this problem, but flipping to flat mode and back restores it for me. I guess this doesn't work for you.- MSFS released 19/11 or two days later ?
- MSFS released 19/11 or two days later ?
- MSFS released 19/11 or two days later ?
- Which version of 24 to buy?
The standard edition has the Bell 407. That's all I need.- VR eye strain, be aware/careful
Grindathotte replied to Dillon's topic in Virtual Reality (VR) for Microsoft Flight Simulator (2020/2024)A fundamental problem with current VR headsets is the mismatch between convergence and accommodation. This is a natural reflex; when you look at things up close, your eyes converge and there is an expected change in focus that does not happen in VR. This causes problems for some people. There have been some experimental headsets that tackle this with variable focus lenses and eye-tracking, but nothing on the market. I am quite happy with the way things are because in real life, when things get close, I have to put reading glasses on. In VR I can read things in front of my eyeballs. I agree with the above though, that bags under the eyes are probably more to do with padding and pressure.- FS24 Alpha sucks down 81GB/hr (Toms Hardware article)
I think this figure is nonsense. Download rate may spike occasionally up to this level, but it is not sustained. The average download rate is a tiny fraction of this. For those with lower-speed connections, the spikes may last a bit longer. If it is downloading data ahead of its visible use, you may not even see a stutter. I am quite surprised at Tom's Hardware coming up with such an absurd figure. Maybe check out this video:- 64 GB RAM ?
I was thinking of getting another 32 GB DDR5, then read about potential issues with 4 sticks. I have just seen the developer stream where Sebastian Wloch said that more than 32 GB was only necessary if you are running other apps simultaneously, like recording. I'll probably just hang on now and see how much it actually uses. - Would a Crystal Ultrawide be a waste with a RTX 4080?
Grindathotte
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