SteamVR

SteamVR

30 ratings
The "AirLink crushes Virtual Desktop and SteamLink, Change My Mind' VR Wireless Performance Guide
By byteframe
Barebones guide to realizing proper wireless VR performance.
   
Award
Favorite
Favorited
Unfavorite
QUEST DEVICE SETTINGS
  • Increase Framerate and Resolution --- The conservative auto resolution and 72 Hz default are in place to align with the standalone experience while ensuring enough headroom for most users. A higher frame rate reduces latency and you should spend enough GPU headroom on resolution.

  • Start AirLink and Set Bitrate --- Maintaining a stable transmission rate of 100-200mbps (or purchasing a used router[www.ebay.com]) to accomplish this) is paramount. Increased bitrate removes visual compression but directly adds to decode latency. You can increase this beyond the 200 limit in Dash by using ODT, but most report diminishing returns. For those with good enough routers, eschew the dynamic option as it might be overly aggressive at lowering the bitrate.
STEAMVR SETTINGS
  • Disable Advanced SS Filtering --- At a "minor" performance cost, this aims to improve and/or soften the quality of super sampling, but is frowned upon by wireless and low resolution players.

  • Keep Resolution at 100% --- If 'Auto', the Quest resolution will adjust based on headroom, but it is better for the Oculus pipeline to render at the target resolution than for SteamVR to supersample.

  • Lower Overlay Render Quality --- Shouldn't be noticeable and likely helps when switching between SteamVR and Dash.
OCULUS DEBUG TOOL
  • Try Low Distortion Curvature --- Reported [smartglasseshub.com]as a kind of foveated rendering option. Setting it to Low "gives more pixel density in the center whereas "High" reduces distortion on the border of the lenses and thus gives more clarity in the periphery" NOTE: The values in the article/ODT are reversed.

  • Force H.265 Codec --- The less resource-intensive H.264 typically results as the default. All but the most latency-sensitive users users should use H.265 to achieve more visual detail for a given bitrate.

  • (Maybe) Toggle SpaceWarp Options --- Mobile ASW (aka Air Link Framerate Insurance[developer.oculus.com] stacks with PC Asynchronous SpaceWarp but is a less robust solution designed for network congestion. Disabling it may be worthwhile if your network setup is ideal. Also, users looking to reduce resource consumption on their PC can enable only Mobile ASW to perform reprojection solely on the headset.

  • Change Link Sharpening to Quality --- This enables the sharpening features of Meta Quest Super Resolution[developer.oculus.com] to be performed on the headset at a cost to GPU/decoding performance and battery life.

  • Ensure Sliced Encoding is Off --- This splits the frame in multiple chunks for faster delivery, but might be a common cause of judder. Most users without latency issues should disable this.

  • Check Encode Resolution Width --- Use the ODT overlay and ensure your encoding resolution is 3680x1920 (the approximate resolution of the Quest 2 panel) and set it to 3664 if needed. Increasing it beyond this and encoding at a higher resolution is likely a waste of bitrate and GPU resources.

  • Lower FOV Tangent Values --- Relaxing these values to crop what gets rendered is noted by many users[forums.flightsimulator.com] to increase FPS considerably. In most cases, the rectangular sides of the display will not be noticeable with small reductions. Unfortunately, these values reset between AirLink sessions.
GAME OPTIMIZATIONS
  • Monitor Utilization --- Even with proper optimization, you still may encounter frame drops, and it is helpful to know if the GPU is being pushed too hard, it's out of VRAM, or if CPU times have spiked for some other reason. ODT has a wealth[developer.oculus.com] of performance overlays you can use and the SteamVR Frame Timing overlay provides in-depth real-time monitoring of game performance.

  • Apply Enhancements --- Technologies like AMD FSR[www.amd.com] and CAS[gpuopen.com] along with NIS[www.nvidia.com] can be used to improve the appearance and performance of your games. Additionally, it can often be difficult to notice the loss in fidelity when enabling Fixed Foveated Rendering[mbucchia.github.io], which regains a rather generous helping of GPU performance. VRPerfkit[github.com] must be applied manually to each DX11+OpenVR game, while OpenXRToolkit[mbucchia.github.io] a successor project) can be toggled on/off for all OpenXR games.
MISCELLANEOUS
  • Kill Oculus Dash --- This results in some awkwardness with ending your VR session, but unless you play lots of Rift Games (and/or can spare the video memory), consider disabling Dash[github.com]!

  • Increase Process Priority --- If you maintain the superstition compelling you to set the OVR\_Server process priority to 'High', there is a nice way to do that without Oculus Tray Tool.

  • Tweak GPU Settings --- Enabling VRSS[developer.nvidia.com] in the Nvidia Control Panel[smartglasseshub.com] is an option. For weak GPUs, consider relaxing the 'Texture Filtering' setting, and enabling 'Anisotropic Sample Optimization'. The Crimson Guide can tell you more. Finally, overlocking[www.techpowerup.com] your graphics card is fairly straightforward.
4 Comments
byteframe  [author] Jan 10, 2024 @ 12:38pm 
I think I can assume most of this guide holds up, seeing as SteamLinkVR really does things kind of differently. Airlink continues for me (at this time) to be the only solution (regardless of configuration) able to provide that micro judder free experience. It holds up visually against SteamLinkVR, but the latter really does pop more because of the foveation.

Using the Valve solution I might reenable Advanced Filtering just for completeness.

I'll always be eternally hazy about all aspects of the encoding resolution question across all of the wireless solutions. I keep and like that Valve is going the conservative route here, but it still needs work.

Perhaps Encoding Resolution section and/or MobileASW section should be removed for clarity.

Also can't quite pindown what the proper setting is for the Distortion Curv what with ODT and potentially some bug having it be reversed. Last I checke I couldnt get it to change from 'Low' in ODT.
Smart Glasses Hub Jan 10, 2024 @ 2:08am 
I've been working on the proper setup and troubleshooting of Oculus Air Link for Quest 2, and here's a summary of effective methods:

Initial Setup of Oculus Air Link:
*Update Oculus software and Quest 2 to version 28+.
*Enable Air Link in Oculus software (Settings → Beta).
*Enable Air Link in Quest 2 (Settings → Experimental Features).
*Launch Air Link from Quest 2 (Quick Settings → Oculus Air Link).

Optimizing Air Link for Low Latency:
*Connect your PC and router via an Ethernet cable.
*Use a dedicated 5GHz Wi-Fi network for Quest 2.
*Place the router in the same room as your play area.
*Avoid mesh network configurations.
*Fine-tune router settings (network mode, Wi-Fi channel, channel width).
*Disable Smart Connect and Quality of Service (QoS).
*Consider a dedicated router for Air Link (like TP-Link AC1200).


Feel free to check out my post for more details on any of these steps!

Check full article here: {LINK REMOVED}
Spooky Chair Dec 29, 2023 @ 7:54pm 
instructions unclear: i think my frames are still at -800 frames
󠁳 Oct 23, 2023 @ 4:27am 
Thanks, will put these settings to test :catinablanket: