Pimax 5K Super - massive performance issues

EDIT #1 (4/5/2025) - see Post # 20 below for a settings configuration that gives this headset playable framerates at 100% resolution in most scenarios (except for settlements)


o7 fellow VR commanders,

TL;DR - Been pulling my hair out trying to get back into ED in VR after taking a break for over a year, and it seems no matter how low I drop the settings I just can't get anything close to acceptable performance when on the ground at settlements. I'm hoping there's something I'm missing somewhere that someone else has figured out cause it seems like nothing works.

Current Goals

  • My end goal is really just to get to a configuration where performance is acceptable in all scenarios, as I don't like the idea of having to exit the game to tweak a bunch of settings down any time I go into the hardest rendering scenarios.
  • I've started out with render resolution set to 1.0, as the resolution on these headsets is so high that super sampling really isn't necessary, so I'm hoping to stick with native resolution and nothing more. From there, I intended to set the FOV and refresh rate as high as possible while being able to maintain that 1.0 scaling. As shown in the attached pics, render resolution has been set to 1.0 in Pimax, SteamVR and in ED graphics settings so there shouldn't be any scaling or supersampling going on anywhere in the pipeline.
  • I know OpenXR is a bit more performant than OpenVR and plan to change to using that eventually, but since fpsVR doesn't work with it and there are no comparable performance monitoring tools in the OpenXR space, my strategy has been to get a configuration that works well in OpenVR and then any extra performance gained by switching to OpenXR will just be a nice bonus of additional processing headroom for the GPU (the performance increase between them isn't like 50% or anything massive like that).
  • At the moment I'm not running with any foveated rendering, and while OpenXR supports it, I'll only be able to use fixed foveated rendering as the Pimax 5K Super doesn't have eye tracking.
  • Currently not using FSR as I really hoped to avoid that, as ED only has FSR 1.0 and the quality from that isn't exactly the greatest. I'll consider it if it's my only recourse though after all other options have been exhausted.
As best as I can tell my expectations for what is possible are pretty reasonable. I know not to expect to be able to go mad and max out every setting while running the headset at 180Hz or anything crazy like that, even with a high end computer, as I know full well the wide FOV and higher resolution of the Pimax headsets are a beast to render; I've seen other posts on here where even people with 4090's can't max everything out. I've already been through this exercise at tweaking the graphics settings in my racing simulators (iRacing, Project Cars) to a level where the system can consistently deliver a steady on time framerate in all scenarios, so I'm not new to the process of benchmarking and tweaking settings to find a configuration that works (been into VR since the Oculus CV1 days).

System Setup/Configuration
  1. I posted a pic of my full system hardware stats for reference.
  2. Running on Windows 10 Pro, with all Windows updates, NVIDIA drivers, and other software freshly updated as of yesterday.
  3. I've already tweaked Windows Defender to add file path exceptions to it for both the Steam and Pimax install folders, as I know Defender can cause weird VR issues if you don't prevent it from scanning them.
  4. All of the customary Windows power management stuff that can interfere with VR performance has been disabled - PCI express link state power management set to "always on", Device Manager options on all USB hubs set to not allow Windows to turn them off, Power Plan set to max performance, etc.
  5. The USB 3.0 data line for the headset is plugged into a motherboard USB port that goes directly to the CPU to minimize latency, and nothing else is plugged into any other USB ports that go direct to the CPU.
  6. The Pimax headsets require enabling the "Parallel Projection" setting in Pimax Play, and from what I've read elsewhere that unfortunately comes with an ~30% performance penalty out of the gate. Hopefully Frontier eventually fixes this issue, but for now I'm stuck with it.

Current Challenge

With the Pimax configured in "normal" FOV and 90Hz (lowest refresh you can set on it) I was able to get a combination of settings that worked well and consistently in space and in starports and I was happy with it. Monitoring via fpsVR showed the GPU peaked at a steady 95% inside of Mars High while still maintaining consistent 90 FPS and that was a worst case scenario, and as soon as I left the station the GPU was around 30-50% utilization. Landing on planets away from any settlements or other POI's even rendered consistently at 90 FPS, but the first time I tried landing at a settlement everything fell flat on its face. Since then I even tried dropping the FOV to "potato" setting (lowest FOV possible) but even then it's still too much. I attached a picture showing the display of fpsVR after landing at the "Kawle Genetics Complex" settlement on 2045 PC2 in the Alpha Centauri system. In this shot I've simply entered the SRV after docking and just pulled up to the settlement sitting still and staring at it and as you can see the GPU frametimes are a hot mess. Everything goes back to acceptable performance if I turn 180 degrees around and face away from the settlement, so I know it's the rendering of the settlement that's to blame.

Hoping someone else has been through this and found a way to work around this. It would be a terrible shame if I can't use any of the Odyssey expansion content I bought in VR. Thanks in advance!

CMDR Darock
 

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o7 fellow VR commanders,

TL;DR - Been pulling my hair out trying to get back into ED in VR after taking a break for over a year, and it seems no matter how low I drop the settings I just can't get anything close to acceptable performance when on the ground at settlements. I'm hoping there's something I'm missing somewhere that someone else has figured out cause it seems like nothing works.

Current Goals

  • My end goal is really just to get to a configuration where performance is acceptable in all scenarios, as I don't like the idea of having to exit the game to tweak a bunch of settings down any time I go into the hardest rendering scenarios.
  • I've started out with render resolution set to 1.0, as the resolution on these headsets is so high that super sampling really isn't necessary, so I'm hoping to stick with native resolution and nothing more. From there, I intended to set the FOV and refresh rate as high as possible while being able to maintain that 1.0 scaling. As shown in the attached pics, render resolution has been set to 1.0 in Pimax, SteamVR and in ED graphics settings so there shouldn't be any scaling or supersampling going on anywhere in the pipeline.
  • I know OpenXR is a bit more performant than OpenVR and plan to change to using that eventually, but since fpsVR doesn't work with it and there are no comparable performance monitoring tools in the OpenXR space, my strategy has been to get a configuration that works well in OpenVR and then any extra performance gained by switching to OpenXR will just be a nice bonus of additional processing headroom for the GPU (the performance increase between them isn't like 50% or anything massive like that).
  • At the moment I'm not running with any foveated rendering, and while OpenXR supports it, I'll only be able to use fixed foveated rendering as the Pimax 5K Super doesn't have eye tracking.
  • Currently not using FSR as I really hoped to avoid that, as ED only has FSR 1.0 and the quality from that isn't exactly the greatest. I'll consider it if it's my only recourse though after all other options have been exhausted.
As best as I can tell my expectations for what is possible are pretty reasonable. I know not to expect to be able to go mad and max out every setting while running the headset at 180Hz or anything crazy like that, even with a high end computer, as I know full well the wide FOV and higher resolution of the Pimax headsets are a beast to render; I've seen other posts on here where even people with 4090's can't max everything out. I've already been through this exercise at tweaking the graphics settings in my racing simulators (iRacing, Project Cars) to a level where the system can consistently deliver a steady on time framerate in all scenarios, so I'm not new to the process of benchmarking and tweaking settings to find a configuration that works (been into VR since the Oculus CV1 days).

System Setup/Configuration
  1. I posted a pic of my full system hardware stats for reference.
  2. Running on Windows 10 Pro, with all Windows updates, NVIDIA drivers, and other software freshly updated as of yesterday.
  3. I've already tweaked Windows Defender to add file path exceptions to it for both the Steam and Pimax install folders, as I know Defender can cause weird VR issues if you don't prevent it from scanning them.
  4. All of the customary Windows power management stuff that can interfere with VR performance has been disabled - PCI express link state power management set to "always on", Device Manager options on all USB hubs set to not allow Windows to turn them off, Power Plan set to max performance, etc.
  5. The USB 3.0 data line for the headset is plugged into a motherboard USB port that goes directly to the CPU to minimize latency, and nothing else is plugged into any other USB ports that go direct to the CPU.
  6. The Pimax headsets require enabling the "Parallel Projection" setting in Pimax Play, and from what I've read elsewhere that unfortunately comes with an ~30% performance penalty out of the gate. Hopefully Frontier eventually fixes this issue, but for now I'm stuck with it.

Current Challenge

With the Pimax configured in "normal" FOV and 90Hz (lowest refresh you can set on it) I was able to get a combination of settings that worked well and consistently in space and in starports and I was happy with it. Monitoring via fpsVR showed the GPU peaked at a steady 95% inside of Mars High while still maintaining consistent 90 FPS and that was a worst case scenario, and as soon as I left the station the GPU was around 30-50% utilization. Landing on planets away from any settlements or other POI's even rendered consistently at 90 FPS, but the first time I tried landing at a settlement everything fell flat on its face. Since then I even tried dropping the FOV to "potato" setting (lowest FOV possible) but even then it's still too much. I attached a picture showing the display of fpsVR after landing at the "Kawle Genetics Complex" settlement on 2045 PC2 in the Alpha Centauri system. In this shot I've simply entered the SRV after docking and just pulled up to the settlement sitting still and staring at it and as you can see the GPU frametimes are a hot mess. Everything goes back to acceptable performance if I turn 180 degrees around and face away from the settlement, so I know it's the rendering of the settlement that's to blame.

Hoping someone else has been through this and found a way to work around this. It would be a terrible shame if I can't use any of the Odyssey expansion content I bought in VR. Thanks in advance!

CMDR Darock



TL : DR
Hey CMDR, I feel your pain. Here's a quick rundown:

I'm using the Index, and since I stick to Windows for VoiceAttack, I don't have the OpenXR option (that's another discussion). Between SteamVR and Elite Dangerous (ED), there are five Supersampling (SS) settings to juggle:

  1. SteamVR main page SS
  2. SteamVR option button SS
  3. Per-game SS in SteamVR (under video options for each game)
  4. Main SS in ED
  5. HMD SS in ED

It's overwhelming. Ideally, let the driver handle most of it. Since ED is an older game, keep the main SS and HMD settings low. Boost the SteamVR and driver-level settings for each game. If you need more performance, adjust the HMD SS first since it's tailored for VR, especially in-ship.
In-Game Settings:
  • My in-game SS is at 0.85, but it should be 0.5 as that's more for flat-screen users.
  • HMD SS is set to 0.5; this one should be your focus since it affects VR performance, mainly in-ship. It doesn't perform as well on foot.
On-Foot Content:
  • Odyssey has issues transitioning settings from in-ship to on-foot. Here's what works:
    • When moving to on-foot, drop the HMD SS to 0.5, and set the main SS to 1.0. This should smooth out the blockiness, making on-foot combat much more playable.
    • Once back in the ship or SRV, you'll need to lower the main SS again because it can be too high.
  • Experiment with SteamVR and per-game settings to find your sweet spot, which means less adjustment later. I keep my VR games at lower settings and crank up the driver-level SS. "Project: Wingman" is a good example of this approach.

Deeper Settings:
  • There's more under-the-hood tweaking with NVIDIA Profile Inspector and NVIDIA panel settings for VR optimization. I'll get back to you on this; my m.2 adapter failed, and I'm currently recovering 4TB of data.
  • I overclock my GPU and CPU, and I've optimized process distribution between CCD#0 and CCD#1 using Process Lasso. Also, ensure Windows isn't parking my cores.
  • I aim for an FPS close to 90Hz; the days of hitting 144Hz with Horizons are over. You're on the right track but remember, with all these SS settings, you only need to manage about two of them effectively. Turn off or lower the others.

Streaming ED should now look much better with these tweaks.

1736578464917.png
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Gaming Rig:
AMD 5950x
4090 ROG
Windows 11 Pro for Workstations
32GB of RAM
3TB of RAID0 m.2
4TB SSD for Arch Linux
40GB NIC - for streaming to the streaming computer.
 
Hey TomCatT, thanks for the reply!

So, your post confirms for me that I'm indeed not losing my mind, and that VR really just is THAT hard to render in ED Odyssey unfortunately. If you're having to hold back the Index with a 4090, then my 3090 ti with roughly 55% of its performance clearly stands no chance!

For comparison I did some quick "napkin math" to see how many pixels/s our setups each require, just to see how my setup compares with yours and here's what I came up below. I call it "napkin math" cause there's more computation involved with VR than just raw pixels, but that's far more complex than I want to do the math on and this at least gives me a ballpark idea of the GPU load for each setup.

Vavle Index
----------------

Resolution: 2880 x 1600 = 4,608,000 pixels

80Hz = 368,640,000 pixels/sec
90Hz = 414,720,000 pixels/sec
120Hz = 552,960,000 pixels/sec
144Hz = 663,552,000 pixels/sec

Pimax 5K Super
----------------------

2560 x 1440 (per eye) x 2 = 7,372,800

90Hz = 663,552,000
120Hz = 884,736,000


I didn't bother calculating mine above 120Hz cause the higher refresh rates slim down the FOV to compensate for DisplayPort bandwidth limitations and I couldn't find any references of what the resolutions are slimmed down to at those refresh rates. Not that it matters cause you can see the pixel/s rate for mine at 90Hz is exactly the same as yours at 144Hz, and you already confirmed you can't get anywhere near that on a 4090......so indeed it would seem a resolution scaling of 1.0 of no supersampling on my headset is just asking too much of my GPU and even a 4090 for that matter :/ Add the purported 30% performance hit from having to use the "Parallel Projection" setting for the Pimax to work, and it's just adding insult to injury I'm afraid. Well, that's a bummer but at least I know it's real and not because I did something wrong with my setup.

I'll give it a go tweaking it in Steam like you suggested, and see how that goes. Maybe I'll even flirt with FSR and see what that does. Thanks again!

By the way, I assume you meant you were using Process Lasso to keep the game and the VR applications running on CCD #0 of your 5950X right? And I assume you're running the 5950X cause you need the high core count for professional work too?
 
The 4090 is fine; it's the game that needs some optimization.

I keep an eye on the Parallel Projection it's low when flying solo. It only goes up when there's more to render around me.

I make sure that both the game and VR drivers run on the same CCD to minimize latency. Elite Dangerous only uses 8 cores, so I moved everything to CCD#1 (if it can be moved).

Avoid using FSR; it's outdated and hasn't been updated by Frontier Developments. Instead, go for MLAXX4, which NVIDIA supports.

A setting of 1.0 looks good in the HMD, but if you need a performance boost, drop it to 0.85. Aim for a 90Hz refresh rate.
 
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Here's a reworded version for helping a gamer with VR performance issues in Elite Dangerous:

The 4090 is fine; it's the game that needs some optimization.

I keep an eye on the Parallel Projection it's low when flying solo. It only goes up when there's more to render around me.

I make sure that both the game and VR drivers run on the same CCD to minimize latency. Elite Dangerous only uses 8 cores, so I moved everything to CCD#1 (if it can be moved).

Avoid using FSR; it's outdated and hasn't been updated by Frontier Developments. Instead, go for MLAXX4, which NVIDIA supports.

A setting of 1.0 looks good in the HMD, but if you need a performance boost, drop it to 0.85. Aim for a 90Hz refresh rate.
Awesome, thanks! Yeh, I think I may experiment with just dropping the resolution and see how it degrades visually. I especially don't want to give up the FOV, cause having a full human FOV in space is truly a game changer with this headset. I agree, no to using FSR 1.0, but I will mess with the MLAA options and see how that goes.

thanks again!
 
Well, I finally got back to working on dialing this in and..well, that didn't pan out. The TL;DR is that no matter how much I minimize the resolution, FOV, graphics settings, EVERYTHING, it simply cannot sustain 90 FPS when on the ground and facing a settlement.

I started by trying to work my settings down from what they originally were, and no matter what I tried it didn't help, so I decided to attack it from the other direction by dropping everything as low as possible and then work my way up, and was in shock that even that couldn't hold framerate. As you can see in the attached pictures, I've dropped it to:

  • 50% resolution in Pimax (thats the lowest it will let you set it).
  • Narrowest FOV in Pimax (aptly named "potato" mode)
  • 90 Hz refresh (lowest it can be set)
  • Finally, after minimizing all the graphics settings in ED, I even set the supersampling to 0.50x (I guess we can call it subsampling at this point, LOL). So now it's halving the already halved resolution of the headset.

Obviously it looked absolutely atrocious at that level, but even then it couldn't hold framerate. In the screenshots of the settngs you can see just how bad it looks, even though I took pics of the mirror window on the desktop. I also attached a picture I took through the lens of the headset to try to show just how horrific it looks, but even with the lens distortion it still doesn't do it justice of just how awful it looks and feels when you're in the headset at these settings!

To say I'm utterly baffled at the moment would be an understatement. I understand 2560x1440x2 is a lot of pixels to render in VR, even for a 3090 Ti and 7800X3D system...but surely it should be more than capable of rendering steady at SOMETHING reasonable? If anyone has any ideas I'd very much appreciate it, cause I've run out of ideas at this point...

In the morning I'm gonna fire up Intel Presentmon and see if it can shed any light on where the bottleneck is, but I'm not hopeful.
 

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Your investigations are very thorough but I suspect your issue is simply the number of pixels you are trying to render is too much for your 3090.

Its known that EDO is not the best optimised game and SteamVR is also a bottleneck. I would suggest this is the time to give OpenXR a go? no harm in trying.
OpenXR Toolkit does have amongst other things a basic performance monitoring overlay included. And it gives better performance than SteamVR

I use OpenXR with a Quest 3 at 100% SS and my 4090 & Ryzen 9 7950X3D gives me 90 fps with all the game settings at max / ultra.

FYI, I originally had a 3090 and had to download and run a "ResizableBAR Firmware Updater" from Nviada, because my 3090 FE wasn't showing ResizableBAR as being active in the Nvidia Setting Tool despite it being enabled in the Motherboards BIOS.

 
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Simply put, only use the in-SS and not the HMD. HMD in is great only if your to never going to step out on foot.

In-ship only SS set to 0.5 & HMD to 0.85. More that later.

In and out a lot, drop HMD to 0.5 and SS to 0.85.

FSR is trash. F.Dev will never upgrade it. Use MLAXX4 if you have an NVIDIA card. AMD, I don’t remember my 7900xtx settings anymore.

Wait you use OpenXR. I can’t help you because I’m on the Index. I play at 8K x 8K per eye and keep 90Hz/FPS until I drop into a station, combat (space or on foot.). Doesn’t go down too bad.

The key is make the driver help the old ass game out (SteamVR or OpenVR). Being an Index user I have 3 more levels of SS, an on/off button the main page slider and under video, the listed game you’re playing. Both sliders I put on 450% and that other button, I keep off. Playing Elite, there’s a total of 5 SSs. This also why performance sucks. When you really only need 2.5 of them.

You take a deeper dive for extra tuning. I’ve made a post about it elsewhere on this site.

The F’ing why:
When Odyssey was made the SS settings in-ship never goes to on-foot. This is why the very first time it looked like Minecraft. And of course it’s still not optimized.

Sorry for the novel but that’ll make your game run faster.

o7
 
I'd echo giving OpenXR a go (just replace the DLL, don't use anything else). I'm running a 5950x and a 4090 on a Pimax Crystal and I am quite happy with settings set to 1.0 everywhere (and NOT using SteamVR). Also, don't use Pimax smart smoothing... it's awful.
 
I'd echo giving OpenXR a go (just replace the DLL, don't use anything else). I'm running a 5950x and a 4090 on a Pimax Crystal and I am quite happy with settings set to 1.0 everywhere (and NOT using SteamVR). Also, don't use Pimax smart smoothing... it's awful.
At least you have choices. I'll have to run Linux to play with other options.
 
Your investigations are very thorough but I suspect your issue is simply the number of pixels you are trying to render is too much for your 3090.

Its known that EDO is not the best optimised game and SteamVR is also a bottleneck. I would suggest this is the time to give OpenXR a go? no harm in trying.
OpenXR Toolkit does have amongst other things a basic performance monitoring overlay included. And it gives better performance than SteamVR

I use OpenXR with a Quest 3 at 100% SS and my 4090 & Ryzen 9 7950X3D gives me 90 fps with all the game settings at max / ultra.

FYI, I originally had a 3090 and had to download and run a "ResizableBAR Firmware Updater" from Nviada, because my 3090 FE wasn't showing ResizableBAR as being active in the Nvidia Setting Tool despite it being enabled in the Motherboards BIOS.

I'd echo giving OpenXR a go (just replace the DLL, don't use anything else). I'm running a 5950x and a 4090 on a Pimax Crystal and I am quite happy with settings set to 1.0 everywhere (and NOT using SteamVR). Also, don't use Pimax smart smoothing... it's awful.

Yep, indeed I am trying to render a ton of pixels. I did the napkin math on it on an earlier post on this thread, and found that my setup, which is 2560x1440x2 @ 90Hz is essentially in the same ballpark in terms of pixels/second as @TomCatT setup with the Index @ 144Hz and a 4090, but with a 3090 Ti I have somewhere around 40-60% of the rendering power he does, so basically no hope in hell lol.

I did upgrade the firmware when I bought the card used on ebay last year and verified Resizable Bar is enabled. If only my issue was that easy right? lol

I planned to move to using OpenXR eventually. My original thought process was that I'd get this thing dialed in using OpenVR (having fpsVR and its graphs in the headset makes it SO much easier to see how the system is performing when it comes to tweaking). And then once it was dialed in I'd switch to OpenXR and at the same settings have a bit more performance overhead since it's more efficient than OpenVR. That was the theory at least.

Simply put, only use the in-SS and not the HMD. HMD in is great only if your to never going to step out on foot.

In-ship only SS set to 0.5 & HMD to 0.85. More that later.

In and out a lot, drop HMD to 0.5 and SS to 0.85.

FSR is trash. F.Dev will never upgrade it. Use MLAXX4 if you have an NVIDIA card. AMD, I don’t remember my 7900xtx settings anymore.

Wait you use OpenXR. I can’t help you because I’m on the Index. I play at 8K x 8K per eye and keep 90Hz/FPS until I drop into a station, combat (space or on foot.). Doesn’t go down too bad.

The key is make the driver help the old ass game out (SteamVR or OpenVR). Being an Index user I have 3 more levels of SS, an on/off button the main page slider and under video, the listed game you’re playing. Both sliders I put on 450% and that other button, I keep off. Playing Elite, there’s a total of 5 SSs. This also why performance sucks. When you really only need 2.5 of them.

You take a deeper dive for extra tuning. I’ve made a post about it elsewhere on this site.

The F’ing why:
When Odyssey was made the SS settings in-ship never goes to on-foot. This is why the very first time it looked like Minecraft. And of course it’s still not optimized.

Sorry for the novel but that’ll make your game run faster.

o7
So are you saying ED changes the super sampling level applies when you get out on foot vs. when you're in the cockpit, without telling you? If so that would make sense as to what I'm seeing. I'm somewhat confused what the difference is between the in-game "Supersampling" setting and the "HMD Image Quality" settings. Is supersampling determining the resolution the game tries to render in, and then the HMD image quality setting simply upscales or downscales the rendered image in the headset?

Yeh I'm definitely not trying to use FSR being that it's 1.0. I currently have it on MLAAx4, but I tried MLAAx2, SMAA, and even FXAA (which looks absolutely horrific) but none of them resolved the issue.

Thanks all!
 
Yep, indeed I am trying to render a ton of pixels. I did the napkin math on it on an earlier post on this thread, and found that my setup, which is 2560x1440x2 @ 90Hz is essentially in the same ballpark in terms of pixels/second as @TomCatT setup with the Index @ 144Hz and a 4090, but with a 3090 Ti I have somewhere around 40-60% of the rendering power he does, so basically no hope in hell lol.

I did upgrade the firmware when I bought the card used on ebay last year and verified Resizable Bar is enabled. If only my issue was that easy right? lol

I planned to move to using OpenXR eventually. My original thought process was that I'd get this thing dialed in using OpenVR (having fpsVR and its graphs in the headset makes it SO much easier to see how the system is performing when it comes to tweaking). And then once it was dialed in I'd switch to OpenXR and at the same settings have a bit more performance overhead since it's more efficient than OpenVR. That was the theory at least.


So are you saying ED changes the super sampling level applies when you get out on foot vs. when you're in the cockpit, without telling you? If so that would make sense as to what I'm seeing. I'm somewhat confused what the difference is between the in-game "Supersampling" setting and the "HMD Image Quality" settings. Is supersampling determining the resolution the game tries to render in, and then the HMD image quality setting simply upscales or downscales the rendered image in the headset?

Yeh I'm definitely not trying to use FSR being that it's 1.0. I currently have it on MLAAx4, but I tried MLAAx2, SMAA, and even FXAA (which looks absolutely horrific) but none of them resolved the issue.

Thanks all!
Yes. Thank you. I'm not home so I couldn't remember the MLAA. I stand corrected.

One day I had enough and took a deep dive that's what I found out. Get out on foot, use what I suggest, and watch the magic.

Head back to OpenVR and try my settings. I haven't included this, I made a copy of OpenVR within Elite and copied over Steam's OpenVR into Elite. It's the last and greatest copy (I haven't checked what's on GitHub in months). I'm sure the OpenVR F.Dev uses is old as dirt.

FXAA is nicer to the GPU but as you found out, is fuzzy as hell. MLAAx4 is the sweet spot. Never touch it again. Also, there are some settings to reduce, Particle Effects. Turn that to the lowest settings.

I hope this helps. Please drop me a line or DM me on Discord etc. if you have any more questions. You'll always find me on the AXI server. There is no point in paying all this money for a good setup to play this old game in VR. Elite still has all the beauty we want to see; just needs a bit more loving to see it.
 
Not sure this will help much, but there's something I found out years ago during my RiftS days.
I was plagued with stuttering, sometimes huge pauses every 30+ seconds or so.

The solution was to stop and disable SSDP Service in windows. It's used for UPnP, so if you don't need UPnP it will do no harm to disable it.
I've just done a wipe and reinstall of Windows 11 on my PC. Today I logged into ED and was getting some major stuttering. So disabled SSDP Service and stuttering is now gone.

I don't play that often these days. But recently I bought a Pimax Crystal light to pair with my RTX 4090, and using the guide that CMDR DeckerSolo posted above (more or less), can sustain 90 fps while doing a bit of bounty hunting in some ice rings - super smooth. This is with SS at 1.0 and HMD at 1.5, which looks absolutely amazing. (resolution set to 50% in PiTool)
It will drop to high 70s to mid 80s in stations, still very playable. Not landed in any settlements for years, so not sure if it will hold up there - might try it later.
 
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Yes. Thank you. I'm not home so I couldn't remember the MLAA. I stand corrected.

One day I had enough and took a deep dive that's what I found out. Get out on foot, use what I suggest, and watch the magic.

Head back to OpenVR and try my settings. I haven't included this, I made a copy of OpenVR within Elite and copied over Steam's OpenVR into Elite. It's the last and greatest copy (I haven't checked what's on GitHub in months). I'm sure the OpenVR F.Dev uses is old as dirt.

FXAA is nicer to the GPU but as you found out, is fuzzy as hell. MLAAx4 is the sweet spot. Never touch it again. Also, there are some settings to reduce, Particle Effects. Turn that to the lowest settings.

I hope this helps. Please drop me a line or DM me on Discord etc. if you have any more questions. You'll always find me on the AXI server. There is no point in paying all this money for a good setup to play this old game in VR. Elite still has all the beauty we want to see; just needs a bit more loving to see it.

Ok so I think I understand which settings you were saying to change and I just made the changes and tried again (pictures attached):

  • Supersampling - x0.85
  • HMD Image Quality - x0.5
  • In PiTool I cranked the resolution to 200% and disabled the Smart Smoothing option too.
  • All the other ED settings are minimized as well.

With this setup the in headset resolution was decent and it seems to have made some difference, but as you can see on the picture of fpsVR the CPU is still having trouble completing frametimes on time. fpsVR and Task Manager both show it pretty steadily at around 35% utilization, but when it comes to multi-threaded programming just because it's not at 100% doesn't mean the CPU isn't holding it back. And even then at this level of profiling you can't tell if it's the CPU itself holding things back, or if it's because it's waiting on something like memory access or disk I/O. Still it's crazy to think that'd be a limiter as the 7800X3D is generally the second best gaming CPU out right now.

I did also try copying the newer version of openvr_api.dll from SteamVR afterward as you suggested, but it didn't really make a difference. The version that was being used by ED before ("openvr_api.dll.bak2" in the screenshot) is dated 5/5/2024 so it wasn't that far out of date. There was a previous backup in there where I guess I had tried the same thing at one point a few years ago. Oh well, it was worth a shot.

Not sure what else to try at this point. :/

Not sure this will help much, but there's something I found out years ago during my RiftS days.
I was plagued with stuttering, sometimes huge pauses every 30+ seconds or so.

The solution was to stop and disable SSDP Service in windows. It's used for UPnP, so if you don't need UPnP it will do no harm to disable it.
I've just done a wipe and reinstall of Windows 11 on my PC. Today I logged into ED and was getting some major stuttering. So disabled SSDP Service and stuttering is now gone.

I don't play that often these days. But recently I bought a Pimax Crystal light to pair with my RTX 4090, and using the guide that CMDR DeckerSolo posted above (more or less), can sustain 90 fps while doing a bit of bounty hunting in some ice rings - super smooth. This is with SS at 1.0 and HMD at 1.5, which looks absolutely amazing. (resolution set to 50% in PiTool)
It will drop to high 70s to mid 80s in stations, still very playable. Not landed in any settlements for years, so not sure if it will hold up there - might try it later.
Yeh I had already gone through and disabled a lot of the Windows services, including Windows Update as that thing loves to trigger at the worst possible times and cause horrible frame dips. Basically any kind of disk I/O seems to disrupt the VR process and cause frame dips, no matter how small which seems crazy considering I'm on an M.2 SSD. At least it does on my AMD Ryzen 7000 systems, maybe that's not an issue on Intel systems but I have no modern Intel systems to test that on. I'm on Win10 and the SSDP process didn't exist so I guess that one is a Windows 11 only service. I did kill several other non-critical services on it recently to rule those out as an issue (windows search indexing in particular). This machine is a dedicated gaming machine in a game room, so it doesn't need to have all the usual services running that one needs on a system used for everyday activities and work.

If you feel like heading to the "Kawle Genetics Complex" settlement on planet 2045 PC2 in the Alpha Centauri system, and leaving the ship in an SRV and just sitting there facing the settlement I'd be curious to see what your performance is like compared to mine. It's definitely something about the settlement that causes it to go crazy, cause if I turn the SRV back to facing my ship the performance issues mostly clear up. If I land on that planet well away from any settlements and get out on SRV it also has no issues at all, so something about rendering the settlements is a real performance killer. I know when Odyssey launched the performance was horrible and one guy on youtube profiled it and found FDev wasn't doing proper occlusion culling and so it was rendering every object in the building, even things that were obstructed from the player view. No idea if they ever went back and optimized that aspect or not.
 

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Did you tell windows in Display settings and under graphics add Elite to the list down below and tell it to use full power. Also add all the VR files to that same list.

You should have better performance than me. I'm pushing the 5950x (I run as if I had a x3D chip.)
 
I'm on Win10 and the SSDP process didn't exist so I guess that one is a Windows 11 only service.
When I came across that fix I might have been on Win7 and it definately was there with Win 10.

If it's not in your list of services, then something must have removed it.
Screenshot 2025-02-26 184701.png


Won't be able to get on ED for a few days, but i'll try what you ask with the settlement - if i can - and get back to you.

One other thing. I'm not using FpsVR anymore, because it needs SteamVR to run. Pretty sure I get better results from using OpenXR, PimaxXR, and Open Composite - as detailed in the Pimax guide.
Can get an FPS overlay in game using OpenXR. It's not as comprehensive as FpsVR but it gives you a good idea of how things are performing.

Good luck!
 
Did you tell windows in Display settings and under graphics add Elite to the list down below and tell it to use full power. Also add all the VR files to that same list.

You should have better performance than me. I'm pushing the 5950x (I run as if I had a x3D chip.)
Ok I see what you were talking about now. Never knew about that setting, but I went in there and added ED as well as all the SteamVR related programs as well for good measure (pics attached). I already had the Power Plan set on "High Performance" and the individual settings changed to disable USB and PCIE power saving crap, as that always creates issues with VR headsets (pics of that attached too). The other things like Hardware accelerated GPU scheduling and Game Mode were on already as well.

My Nvidia control panel settings for ED are also set to prefer maximum performance, just to keep the GPU clock from bouncing up and down all the time.

I just got back in the game and tried again with those few settings changes and it didn't improve anything unfortunately. Not sure what else I could possibly tweak, as all the ED graphics settings are still minimize at this point.

When I came across that fix I might have been on Win7 and it definately was there with Win 10.

If it's not in your list of services, then something must have removed it.
View attachment 418321

Won't be able to get on ED for a few days, but i'll try what you ask with the settlement - if i can - and get back to you.

One other thing. I'm not using FpsVR anymore, because it needs SteamVR to run. Pretty sure I get better results from using OpenXR, PimaxXR, and Open Composite - as detailed in the Pimax guide.
Can get an FPS overlay in game using OpenXR. It's not as comprehensive as FpsVR but it gives you a good idea of how things are performing.

Good luck!
Yeh thats interesting that I don't have it in mine. I'm on Win10 Pro so it's not the Windows version that's lacking it. I did slim down the build when I installed it so maybe that was one of the things that got removed.

But yeh, if you have time at some point to fly over there I'd appreciate hearing how it goes for you. No worries if you can't though.
 

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Ok so I think I understand which settings you were saying to change and I just made the changes and tried again (pictures attached):

  • Supersampling - x0.85
  • HMD Image Quality - x0.5
  • In PiTool I cranked the resolution to 200% and disabled the Smart Smoothing option too.
  • All the other ED settings are minimized as well.

With this setup the in headset resolution was decent and it seems to have made some difference, but as you can see on the picture of fpsVR the CPU is still having trouble completing frametimes on time. fpsVR and Task Manager both show it pretty steadily at around 35% utilization, but when it comes to multi-threaded programming just because it's not at 100% doesn't mean the CPU isn't holding it back. And even then at this level of profiling you can't tell if it's the CPU itself holding things back, or if it's because it's waiting on something like memory access or disk I/O. Still it's crazy to think that'd be a limiter as the 7800X3D is generally the second best gaming CPU out right now.

I did also try copying the newer version of openvr_api.dll from SteamVR afterward as you suggested, but it didn't really make a difference. The version that was being used by ED before ("openvr_api.dll.bak2" in the screenshot) is dated 5/5/2024 so it wasn't that far out of date. There was a previous backup in there where I guess I had tried the same thing at one point a few years ago. Oh well, it was worth a shot.

Not sure what else to try at this point. :/


Yeh I had already gone through and disabled a lot of the Windows services, including Windows Update as that thing loves to trigger at the worst possible times and cause horrible frame dips. Basically any kind of disk I/O seems to disrupt the VR process and cause frame dips, no matter how small which seems crazy considering I'm on an M.2 SSD. At least it does on my AMD Ryzen 7000 systems, maybe that's not an issue on Intel systems but I have no modern Intel systems to test that on. I'm on Win10 and the SSDP process didn't exist so I guess that one is a Windows 11 only service. I did kill several other non-critical services on it recently to rule those out as an issue (windows search indexing in particular). This machine is a dedicated gaming machine in a game room, so it doesn't need to have all the usual services running that one needs on a system used for everyday activities and work.

If you feel like heading to the "Kawle Genetics Complex" settlement on planet 2045 PC2 in the Alpha Centauri system, and leaving the ship in an SRV and just sitting there facing the settlement I'd be curious to see what your performance is like compared to mine. It's definitely something about the settlement that causes it to go crazy, cause if I turn the SRV back to facing my ship the performance issues mostly clear up. If I land on that planet well away from any settlements and get out on SRV it also has no issues at all, so something about rendering the settlements is a real performance killer. I know when Odyssey launched the performance was horrible and one guy on youtube profiled it and found FDev wasn't doing proper occlusion culling and so it was rendering every object in the building, even things that were obstructed from the player view. No idea if they ever went back and optimized that aspect or not.

I'm getting 72fps when facing the "Kawle Genetics Complex" settlement on planet 2045 PC2 in the Alpha Centauri system in an SRV, when on foot 90fps
 
I'm getting 72fps when facing the "Kawle Genetics Complex" settlement on planet 2045 PC2 in the Alpha Centauri system in an SRV, when on foot 90fps
Thanks for the feedback, that helps validate it isn't just a fluke or something wrong with my system, but that that settlement at least is just THAT hard to render.
 
TL;DR - I finally have what I think is a solid baseline of settings for this headset and computer hardware combo that works well as long as you're not interacting with ground settlements, so if you're using the same setup (or similar enough to it) see the screenshots on this post for my settings to use as a starting point for further tweaking your setup).

o7 again commanders, I'm back to necro this oldish thread one more time with some updates. After over a week of tweaking settings, testing, data logging, repeatedly, ad nauseam, I now have what I think is a solid baseline setup for anyone running my exact hardware combination or relatively close to it, with a VR headset of similar resolution, FOV and refresh rate. My hope is anyone with this setup that comes across this thread in the future will see it and can simply plug these settings in and go about playing without having to spend days of effort like I did. For a quick recap, here's my hardware combo as far as what's relevant to the performance of ED:

CPU: AMD 7800X3D (with EXPO and PBO enabled)
RAM: 32GB GSkill TridentZ DDR5-6000 (timings have been optimized with BuildZoid's "easy hynix timings" as well)
GPU: EVGA Nvidia 3090 Ti FTW3
Storage: 4TB PCIE gen 4 M.2 SSD

I. Recap

In previous posts on this thread we've established that it's IMPOSSIBLE (as of April 2025 at least) to get this game running without massive frame timing issues when near ground settlements, when using the Pimax 5K Super at 100% native resolution, even in "potato" FOV mode and even at 90Hz refresh. Even people with 4090's and other headsets with similar resolutions can't achieve it (I doubt 5090 can either). The settlements are just insanely difficult for the engine to render and anytime they're in view, the frame times just go to complete hell. So if you've stumbled upon this thread in the future and have this headset and hardware combo, abandon any hope of getting a smooth running experience at 100% resolution and wide FOV that works everywhere in the game.

II. New direction

After our previous conversations here and all the original testing I did, I just accepted that my goals weren't achievable with this combo, so I thought about it for a bit and decided what's most important to me for my play style and ultimately settled on the following:
  • 100% resolution - for me personally, I absolutely HATE resolution scaling that doesn't line up perfectly with the native resolution of the headset. My vision is still really good and it just looks "off" to me and annoys the hell out of me, so I decided to prioritize native pixel resolution if at all possible, and with as much FOV as I could get away with. I'm not using supersampling either, as this headset has enough resolution that it's really not that beneficial. The single biggest reason I got the Pimax 5K Super was for the resolution so scaling that back just as no-go for me if I could help it.
  • I wanted to try to get it working at higher refresh rates than 90 Hz. I used to be ok with 90 but once I experienced 120, 144, 160 and 180 in the Pimax 5K Super (with other games, not ED) it's really hard to go back to 90 if I can help it (spoiler alert: don't even bother trying at 120+ at native resolution with ED, even in "potato" FOV).
  • I wanted at least a 90 degree FOV. I got the Pimax first and foremost for the resolution and clarity, and the wide FOV thing was a very close second. If I could get at least the standard 90 degrees of most common headsets I can accept it, especially since as you get further out to the periphery of the Pimax the visual acuity begins to warp drastically. That wide FOV is really just there to give your peripheral vision enough information to pick up on (it's amazing for racing simulators where you're driving side by side with other cars and can sense their movements with your peripheral vision), but it's not something you'll make a conscious decision to look over at directly with your eyes as it's too blurry.
  • Play style - I'm an explorer type of commander at heart, so in the end the settlements aren't really something I'll interact with much. I spend most of my time in space, and often out deep in the black doing exploration all over the galaxy, which is nowhere near as hard on the GPU as planetary landings and settlements. Plus, I absolutely SUCK at playing FPS combat games with a game controller anyway (I use an Xbox 360 controller for all my flying) so not being able to approach settlements on foot or in an SRV isn't really a deal breaker for me. If I want to interact with the on foot content, I'll come use my main computer and play it via keyboard/mouse outside of VR.
That last part is the compromise that allowed me to get a settings configuration that works well in all other situations for my VR activities.

III. Testing Strategy

Just to reiterate before going forward - the statements I'm making regarding performance on this post only apply to those with exactly my hardware setup and headset, or very close to it, so for other folks with sufficiently different configurations, don't take the following statements as truth for your situation and you'll need to do your own testing.


For this kind of tweaking exercise you need consistently repeatable test scenarios to validate the impact of your settings changes and that process took a bit of time to nail down. Regardless of how low I dropped the settings, as long as the headset was at 100% resolution (even in "potato" FOV mode) there was simply no eliminating the intermittent occurrence of some orange frametimes (times > 11.1 ms needed for 90Hz) in the fpsVR frametime graph. But it is possible to minimize their occurrence to once or twice every few seconds or less, and at that level they're not noticeable in headset so then it was just a matter of finding a "sweet spot" of settings that minimize them consistently to an acceptable degree in all game scenarios I care about. Apart from that, I wanted the settings such that the frametimes keep the GPU at 90% utilization or less, as you want some extra capacity available to absorb those sudden spikes of activity that require more processing power.

So with all that in mind I tested with the following scenarios (in order of increasing difficulty):
  • Scenario 1 - Simply flying out and about in space through the Sol system
  • Scenario 2 - Stopping in POV's and making sure the frametime performance was consistent during fighter combat and other ship to ship interactions in space. Being in the midst of combat is the LAST place you want graphical hitching and stutters in VR
  • Scenario 3 - Driving around on planets in the SRV (further details on my testing of this in the "planetary testing" section)
  • Scenario 4 - Space stations - flying into and out of, and while sitting parked inside.
NOTE: All my mentions of frame times only applies to the GPU frametimes. The CPU frametimes are consistently in the low 3ms range (except for when disk I/O interrupts it such as when jumping between systems or spawning on the surface of a planet) and it's not even using more than around 20% of my CPU most of the time and the CPU hovers around 65C in temperature. The 7800X3D is a beast of a chip and is frankly bored by this game, lol. Even running my racing games with 60 AI cars on track doesn't get anywhere close to maxing it out. As such I don't see upgrading to the 9800X3D improving my ED experience in any way, at least not with a 3090 ti. It's possible it might have some benefit for the 4090/5090 owners, but I have no way to test that unfortunately (I refuse to pay scalper prices on ebay for a video card, especially a USED video card like a 4090).

IIIa. Planetary Testing
The landable planets in the game can vary wildly in how graphically taxing they are, so proper testing is about finding a worst case scenario and testing your settings changes against it. For a long term and graphically intensive experience, I went to Europa and landed on one side of one of the deep cut canyons you see all over that moon, then got out in the SRV and captured a data log file with fpsVR while driving straight down oneside and up the other side, then turning around and driving back to the starting point the same way. This gives a long term test and a wide variety of scenarios as the terrain changes from super shiny icy and flat terrain to geometrically complex rocky terrain sections. And because I'm a rather crummy SRV driver with no regard for my virtual character's safety, there were many low grav bounces off rocks and wipeouts along the way which further taxed the GPU at times :ROFLMAO:.

I also tested by going back to "Kawle Genetics Complex" settlement on planet 2045 PC2 in the Alpha Centauri, and then driving the SRV away from the settlement. It was a bit choppy at first obviously but as I moved away from the settlement it quickly stabilized and eventually reached similar levels of frametimes as my testing on Europa.

IIIb. Station Testing
Stations are among the more taxing scenarios in the game, particularly the interior of coriolis stations. I did all my station testing at Mars High in Sol as that was the most graphically intensive one I know of offhand. At the settings I've provided you'll get some dropped frames and hitching as you get close to the mail slot and more as you enter the station but it's bearable for the short amount of time it takes you to get to your landing pad. Once you're landed and bring your ship down into the docking bay the issues mostly subside once the door shuts and you can no longer see into the station interior, and it becomes even less of a problem while you're in the station menu. Bringing the ship back out to the interior and just sitting on the landing pad facing toward the mail slot is still somewhat taxing, though it varies wildly based on how much of the station interior is in your view (it's worse on the pads toward the rear than the ones upfront). Performance is more than sufficient for safely taking off and leaving with other ships around so I consider it a worthwhile tradeoff for the higher visual fidelity everywhere else in the game.

IV. Results
Here's what I was able to get working well with consistency:
  • 100% resolution on the Pimax 5K Super is doable, with some restraint on certain settings
  • >90Hz refresh rate isn't gonna happen at 100% resolution. The next highest setting is 120Hz and that's 33% more frames to crank out, which the 3090 Ti simply can't keep up with at 100% resolution.
  • The "small" FOV setting (which on the Pimax 5K Super is in the realm of 90 degrees) is as high as you can go if you'll be spending a lot of time on planets. If you stick strictly to space then you can push it to the wider FOV's at 100% resolution and 90Hz refresh rate. I didn't test it, but higher refresh rates MAY be possible when only in space.
Space only settings

The good news is that I was able to max out most of the settings within ED and have an acceptable playable experience in the majority of gameplay time. And if most of your gameplay time is scenarios 1-2, then you can just max them all out get to playing.

Planetary Settings

If you're going to be spending a decent amount of time on planets then you'll have to dial back a few settings. Not surprisingly. the settings that make the biggest impact (apart from the obvious like supersampling or upscaling) are Ambient Occlusion, Directional Shadow Quality, and Spot Shadow Quality. These are generally the most computationally expensive graphical operations in the game so it makes sense. Surprisingly all the terrain related settings didn't seem to have much impact on performance so I just maxed them all out (I started at the lowest options and went up to the highest and didn't see much effect). A few are contingent on having sufficient VRAM but that's not a concern with the 24GB on the 3090 ti (highest fpsVR ever recorded was ~11.2GB peak VRAM usage).

Using the settings as shown in the screenshots, planets are pretty much fine for extended periods of gameplay. The incidence of orange GPU frametimes definitely increases and is less consistent; you'll see it more as you're driving when the game suddenly spawns more rocks or you get to more geometrically complex terrain like the rocky sections, but you should never see red frame times (a frametime that exceeds more than double the refresh rate of the headset) so the risk of VR sickness is low. Granted I have a pretty strong stomach when it comes to VR sickness so the intermittent late frames didn't really affect me at all, but if you're more sensitive to it then you may end up having to dial back the settings a bit further so your mileage may vary there, but what I have here should get you 95% of the way there.

Additional comments on some of my settings:
  • Model Draw Distance - I didn't experiment at all with this. I like being able to see things far out so I didn't want to compromise on that if I could help it.
  • Blur - I completely disabled this as I personally hate this effect, so I didn't do any testing with it but I don't imagine it would make an appreciable performance difference if enabled.
  • Bloom - I tested all options while orbiting Jacksons Lighthouse as the neutron stars are where I usually see the most bloom. Even "ultra" was perfectly performant but I ended up dialing it back to medium simply because the Pimax 5K Super uses LCD screens and excessive bloom tends to wash out the image. Ultra looked amazing on my Vive Pro which has an OLED screen though. Tweak to your personal tastes.
  • Upscaling - I didn't even mess with it. As we established on previous comments on this post, FSR 1.0 is hot garbage and not at all worth using.
  • Antialiasing - Set it to MLAAX4 and forget it. I didn't find X2 made an appreciable difference in performance. SMAA didn't improve performance much either and FXAA looks like absolute garbage so definitely don't bother with it.
  • Texture Filter Quality - Anisotrophy doesn't have any real performance impact so just max it at x16 and have fun.
  • Depth of Field - personally I hate this effect too and disable it in all my games. It probably makes even less sense in VR since you're actually actively focusing your eyes while in the headset. If you like it, give it a whirl as I don't think it'll make much performance difference either.
  • Terrain Checkerboard Rendering - I left this one on, as it reduces the rendering load a bit and I didn't find it made an appreciable difference in quality by turning it off so I felt leaving it on was worth the small bit of performance bump.

V. Other miscellaneous stuff
  • I did some initial testing using Pimax XR instead of SteamVR and as expected it appears to be at least as performant as SteamVR or more. Unfortunately I don't have any data to back that up because fpsVR doesn't work with OpenXR so you're kinda flying blind there. I did just discover yesterday the existence of XRFrameTools and gave it an initial spin and found it looks promising. You can do frametime logging, have it display in real time on the desktop and of course run the logs through visual analysis post session. It's a great (and free) first step for profiling OpenXR and I hope the developer keeps improving it, but not having a live data readout in the headset to look at while you're in VR like you do with fpsVR makes testing much more difficult.
  • When using PimaxXR you have the option to use their fixed foveated rendering. I gave it a shot and it definitely improves performance a bit, but you can't tweak the radius of where it applies foveated rendering levels and I found that Pimax sets it JUST too close in toward the center of my vision and so it feels like there's a constant "bubbling" of pixels in my peripheral vision that bugs the hell out of me so I gave up on it.
  • I included pics of one of my planetary SRV logging sessions for those who are curious. You'll see it says 95% of frames were on time, which normally wouldn't be the greatest, but the distribution of those frametime dips is intermittent throughout the session so it doesn't feel as dramatic as the data makes it out to be in this case. And there are a few intervals in there where it momentarily went red for a few frames when the game loaded something into the world, which is unavoidable no matter how low your settings are (the Pimax software is just very sensitive to anything that interrupts the CPU like disk or network I/O). Also you'll notice it says the headset is "Pimax Crystal" but trust me, it's a 5K Super. Pimax is kinda infamous for forgetting to update the name of the headset in the driver config files (there's another setting in a different config file that calls it the 8K too).
  • If you're not like me and are ok with some resolution downscaling, there's a very good chance you can completely max out the settings and perhaps increase the FOV and/or refresh rate. Might be worth spending time tweaking it if you're someone who prefers higher refresh rate to resolution.

Hopefully all of this helps at least one person have a good experience without hours and days of tweaking If anyone has any questions let me know. And if anyone has any other more difficult test scenarios they know of, let me know so I can test those too!

CMDR Darock
 

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