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Old 06-12-2019, 04:59 AM   #1531
Nagilem
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@FearlessFrog - I have MFAA on and that I do see from Nvidia CP. FXAA is more subtle. I see a minor change but its almost imperceptible. The only thing I've found to make aliasing better is either MSAA or turn up the supersampling in SteamVR/PD in DCS.
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Old 06-12-2019, 05:02 AM   #1532
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Quick question to the august body on this thread -

I've been messing around tonight since I hopefully will get the reverb in the next week or two. Doing some basic testing with Motion repro in auto, SS at 180%, MSAA off, PD 1.0 and all my textures low except water at medium.

The indicator shows I am constantly CPU bound, or GPU bound, but running MSI in the background is shows that is not the case. CPU running at ~50% and GPU ~50%. Both temps are in the low 60s, and I am not seeing issues with VRAM (~7.5gb of 11) or RAM (~16GB of 32). This is using the default BFM mission against the Mig29. Nothing else around for miles except the one plane. I get very sporadic 90fps when I first start the mission, then repro kicks in and pretty much stays on with the indicator showing CPU or GPU bound with both on the rest of the time.

I'm on 2.5.5 on Win10 1809. I get that I may still be GPU or CPU bound with both being used up to 80% but there is quite a bit of headroom left assuming 80% would likely be the cutoff. Oh and looking at each core, I am only using ~25-40% on each core at different times, so I am not seeing one core spike to a high number.

Any thoughts on why this isn't utilizing my GPU and CPU more? I'm wondering if something else broke with 2.5.5...
Just a theory but with ref back to here, could it just be the case that your 'motionReprojectionMode' is set to 'auto' and then it's doing enough work to get to vector reprojection and then idling a bit?

If you aren't at 90 Hz then it will try to make a timing for a frame in the next 11ms slot, so that means you could be comfortable doing 55 to 65 fps, making a frame and then shows you locked to 45 fps (with reprojection showing you 90 Hz refreshes).

If you turn off motionReprojectionMode (just comment it out etc) then does your framerate vary and the CPU/GPU work more but your frames vary as well?

PS For getting what is bound in VR in a bit more detail, fpsVR is quite good. Info on that here.
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Old 06-12-2019, 05:06 AM   #1533
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Originally Posted by Nagilem View Post
@FearlessFrog - I have MFAA on and that I do see from Nvidia CP. FXAA is more subtle. I see a minor change but its almost imperceptible. The only thing I've found to make aliasing better is either MSAA or turn up the supersampling in SteamVR/PD in DCS.
Thanks for that, interesting! I wonder when in the pipeline it's doing it. The DCS engine might be applying their's at a different stage to the driver.
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Old 06-12-2019, 05:25 AM   #1534
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I have been testing the Reverb all afternoon and coming from the Lenovo Explorer (1440 x 1440) I am really impressed. Just the difference in night carrier landings is stunning IMO but really everything.

It sounds like getting I was even luckier than I thought getting one in the US. My only nit was the heavy cable initially but I solved that. I would not want to walk around with it.



Be careful. That could almost be construed as an unboxing post. Some people, actually not that many are against such posts. To pass the new Reverb Posting (Quality Commission Reform) Regulations 2019, you need at least two pages of factual bullet points.

Note: Any references to emotion, either expressed, implied or construed are to removed from such posts as these are unhelpful and wasteful.
The Quality Commission reserves the right to adjudicate as to whether any particular bullet point is valid, helpful or fit for purpose.


As for me, thanks for your post, it helps make a sometimes dry forum a little more vibrant.
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Old 06-12-2019, 05:39 AM   #1535
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Just like with the native resolution, WMR is also fairly confusing when it comes to the forms of reprojection it uses. Here's my findings (I'll do a copy/paste rather than offsite link, as I think that is politer here and I've already type it ) :

"If a game can reach around 55 to 60 fps the WMR with the default.vrsettings set to ‘auto’ will use something called ‘motion temporal reprojection’, which is the Microsoft clone of ‘Async Space Warp’ (ASW) on the Oculus side. It looks ahead/behind frames with GPU geometry to work out an in-between frame that’s pretty convincing. This allows the trees to appear smooth at 90 Hz in the headset, but DCS needs to reach about 60 fps.

If a game only reaches about 45 fps or less then WMR falls back to ‘asynchronous rotional reprojection’, which is what the old ‘Async Time Warp’ (ATW) used to be on Oculus, i.e. ok for moving your head around, but bad at predicting things moving outside the cockpit. When you see the cockpit moving ok but the trees to the side ‘jumping’ in WMR then it’s using reprojection but falling back to what it can do.

I didn’t realize before why it falls back to the older algorithm like that, but does explain what people see.

It’s also why DCS will just stick at 45 fps even if motion reprojection is not set to ‘auto’ in that config file or everything is left as defaults - it’s because it defaults to the old ‘asynch rotational reprojection’ by default unless the ASW equivalent is enabled or the app is reaching 90 fps.

It will be interesting if the DCS VR optimizations allow more people to get to 60 fps with more settings maxed out. In my experiments with the WMR reprojection, the ‘motion temporal reprojection’ is very good, i.e. very smooth sideways trees.

REF: https://docs.microsoft.com/en-us/win...r-steamvr-apps 2

Oh, plus should say. You can turn things on and off in the SteamVR settings stuff for the Valve ‘motion reprojection’ and all those things, then it’ll be completely ignored by the WMR headset. If you see any difference using those settings then it must be a placebo, as the reprojection steps only happen on the Microsoft driver side using its own rules/steps mentioned above I believe.

I think the resolution / super sampling percentage value is probably the only setting from SteamVR that is read, everything else is probably on the Windows WMR side of things.

It seems the best ‘tuning’ algorithm for WMR and using reprojection in DCS would be:

Go to the default.vsettings file and comment out (using //) the motion line, i.e. turn it OFF.

Test DCS with your settings. Adjust them so you get to 55 to 60 fps with the resolution / super sampling you want.

Go back to default.vrsettings and uncomment the line (remove the //) so it says “motionReprojectionMode” : “auto”, in there.

That way you’ll get smooth tree sideways and reprojection working properly. The things I didn’t realize before were:

WMR always has some form of motion reprojection on, it’s just the simpler ‘rotational’ type (where looking sideways causes judders for example) if it can’t make some headroom over 45 fps (it seems typically you need 55 to 60 fps to be safe).

The fancy ‘motion vector’ reprojection is very good, but needs to be turned on in that file. Once on then you’re only ever going to see either 45 or 90 in the fps read-out. Turning it off is useful to adjust detail settings.

WMR is like archaeology on how it works underneath. I half expect to find a stick of a certain length that’s going to refract the sun’s rays over a temple map through a jewel, so we can find out how to do nicer anti aliasing one day… "

Thanks Froggy.

That clears a lot of things up, I am indeed seeing smooth headturning, but on the ground and looking at right angles to the taxiway, that's when the judders start. Also stuff like looking forward and the taxiway signs are approaching, they start juddering too.

All my airfields are heavily populated by static ground objects, probably more than 100 of them each, so maybe I will try a new mission with reprojection on in the file, no objects and some settings like shadows turned off.

NTTR performs far better than PG so I guess whatever is different in NTTR will likely form part of the new VR optimisation.
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Old 06-12-2019, 09:18 AM   #1536
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Anywhere to buy it in Europe yet ?
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Old 06-12-2019, 09:32 AM   #1537
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Anywhere to buy it in Europe yet ?
The UK.
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Old 06-12-2019, 10:44 AM   #1538
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Anywhere to buy it in Europe yet ?
On the two HP official stores I could buy from:
- the german one has sold out, unknown new delivery times (no shit! The price for the consumer version was 499€ in here )
- the Italian indicates 3-4 weeks for the consumer version @599€ and 1-2 weeks for the Pro version @640€, but one cannot pre-order either
https://store.hp.com/ItalyStore/Merc....aspx?q=reverb
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Old 06-12-2019, 11:32 AM   #1539
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Anywhere to buy it in Europe yet ?


The mailman just dropped the box at my home in the Netherlands.
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Old 06-12-2019, 12:08 PM   #1540
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I wanted folks to see that humongous cable (the Pro has a second cable for a backpack) that comes with the Reverb. The long cable maybe is half a meter longer than the Lenovo cable - plenty long. I think I could tow a car behind my F-350 with that thing. I suggest attaching it to the back of your seat somehow so that there is little weight pulling on the headset. I really like the leather face padding on the Pro. While there is no 90 degree flip-up like the Lenovo headset the earphones articulate out and the headband does rotate about 45 degrees. Once I got the hang of it the headset is easy to put on with glasses.

A couple of screenshots I took this morning just in SP below with the Reverb and my posted settings above. The second biggest thing I am noticing pushing the SS to SteamVR besides a performance and efficiency boost (CPU/GPU usage) is the lack of any shaking/stuttering/juddering (whatever the right term is for it). It's glass smooth which makes for a much more pleasant experience IMO. Please don't get rid of SteamVR.

HP is making everyone sign for the delivery in the US.


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Originally Posted by Tinkickef View Post
Be careful. That could almost be construed as an unboxing post. Some people, actually not that many are against such posts. To pass the new Reverb Posting (Quality Commission Reform) Regulations 2019, you need at least two pages of factual bullet points.

Note: Any references to emotion, either expressed, implied or construed are to removed from such posts as these are unhelpful and wasteful.
The Quality Commission reserves the right to adjudicate as to whether any particular bullet point is valid, helpful or fit for purpose.


As for me, thanks for your post, it helps make a sometimes dry forum a little more vibrant.


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Last edited by Secoda; 06-12-2019 at 12:24 PM.
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