Performance improvement for all VR Headsets: Quad View Foveated rendering

Emir_de_Passy

Active member
Please consider implementing Quad View Foveated rendering in LMU as it would be beneficial for ALL VR HEADSETS. (Not just eye tracked or expensive ones).

For those who are unfamiliar, it is a form of Foveated rendering that involves two small high-resolution focus areas and two low-resolution peripheral areas, with the focus areas in the center, where the gamer is looking directly.
It is the same principle as the foveated rendering we have been using with the OXR toolkit or VRperfkit, except it reduces pixel count while the variable shading rate (VRS) method used in OXR toolkit and VRperfkit adjusts the level of detail within a pixel block without changing the overall pixel count, which is why QVFR is significantly more powerful. People sometimes believe that it's exclusive to eye-tracked headsets, but it's beneficial for all types. The only difference is that, with an eye-tracked headset, you can make the focus areas smaller. QVFR is more CPU intensive (4 views to render instead of 2) but saves a lot of GPU workload. For example, Pimax could go from 5 to 55fps using DCS with a Crystal and an RTX 2060. According to the modder who implemented it in Richard Burns Rally, it was easy,
Here is a link that explains more; hopefully, you can determine if it is easy to implement in LMU.
https://github.com/mbucchia/Quad-Views-Foveated/wiki


- Foveated rendering is great for performance
- VRS is easy and cheap on the CPU
- QVFR involves doing a second render pass for the foveated part at a higher resolution then merging, which is a cpu cost, but greatly reduces GPU load
- both the above techniques work with both Fixed Foveated rendering and eye-tracked foveated rendering.
- On the headsets that support it, eye-tracked foveated rendering is a great way to go

A second render pass for the foveated part' is the same high-level thing that's done with XR_VARJO_quad_views but in no way requires it. If this is done in the engine, it works everywhere, it can be always on, and because it works everywhere and is always on, doesn't increase the amount of different configurations that needs to be tested.



If you want to do the composition yourself, here is a link: https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_eye_gaze_interaction
This also makes it work on every headset without an API layer, but is more involved than what the RBR dev did.

Quad view foveated rendering is also available as an extension in OpenXR 1.1 (under the name Stereo with Foveated Rendering) https://www.khronos.org/news/press/...ther-streamline-cross-platform-xr-development


Another way to implement would be to support quad views in an API layer as the RBR modder did.

This would be easier than doing the composition yourself but this would only make it work with the list of headsets below (already quite extensive). This also requires an API layer whereas the first option doesn't.


Quad view foveated rendering in LMU would make it the de facto best VR sim racing implementation by a significant margin. It would guarantee to attract new VR users, many of whom use other titles mostly because they run well in VR. (e.g. AMS2, Iracing). QVFR would make LMU easier to run in VR than on triple screens and even on Ultrawide screens and, therefore, accessible to people with more modest PC configurations.

Here is a link to a discussion about various possible implementations:

www.reddit.com/r/Pimax/comments/1gisyv8/comment/lvdy3o2/

P.S. Apologies if I wrote any inaccuracies, as I am not a specialist.

UPDATE APRIL 2025: Microsoft Flight Simulator 2024 now supports QVFR and is the first current sim to do so not by accident. (Richard Burns Rally supports QVFR but is done by a modder)
Their implementation works on every headset without the need for any mod or special headset software, just like I wrote it could be done above. The GPU performance gain is about 30% and hopefully will improve when out of beta status. This is done at the cost of CPU performance, as expected.
Here is a technical summary of how they did it, from Mbucchia, the QVFR God.


UPDATE MAY 2025: IRACING now supports QVFR with their Season 3 2025 update. And is the second current sim to do so not by accident. The method used is a 2018 Nvidia API called Multi View Rendering which expands on Single Pass Stereo, which was already implemented. It's extremely effective and has a small CPU cost. However it only works with nvidia GPU.

 
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14600 with rtx5080.
Psvr 2, %100 resolution steamvr.
In game settings 8x msaa, pp high, all settings ultra except shadows-reflections on high and oppenents on medium.
Crop up 50, down 70.
Mostly driving on tracks solo, always time trailing myself.
That's a hell of a setup, enjoy! 🔥
 
A bit off topic, but does fixed foveated rendering via openxr tool works with LMU? I tried it but I don't see any difference in image quality and no benefit in headroom.
 
A bit off topic, but does fixed foveated rendering via openxr tool works with LMU? I tried it but I don't see any difference in image quality and no benefit in headroom.
It definitely works, I usually run quality/wide or balanced and see a noticeable FPS increase on the counter.

You should notice the perimeter of your screen getting a bit blurrier once you turn it on.
 
I must admit this sounds promising as VR performance in LMU is just not great at all. To the point I almost cant be bothered to fire it up, I love VR its a whole new world and if LMU would support far better performance it would certainly stand out from the crowd and bring over some of those Iracing boys. I know this for a fact as I race with many of people who race both and they all tend to revert back to Iracing in VR over LMU.
 
I just found massive performance gains in AMS2 by experimenting with FFR than i was previously using, i need to try the same settings in LMU, i will report back my results here.
 
I just found massive performance gains in AMS2 by experimenting with FFR than i was previously using, i need to try the same settings in LMU, i will report back my results here.
You can try one's speed's version of openxr toolkit 1.3.8, which has a function called crop2fov. This is VRS FR, though, which can be injected in any game. As I explained on the first page, we are trying to get QVFR in LMU. Which gives significantly more GPU gains than VRS.
 
I must admit this sounds promising as VR performance in LMU is just not great at all. To the point I almost cant be bothered to fire it up, I love VR its a whole new world and if LMU would support far better performance it would certainly stand out from the crowd and bring over some of those Iracing boys. I know this for a fact as I race with many of people who race both and they all tend to revert back to Iracing in VR over LMU.
Understandable. It's much easier to run Iracing in VR than LMU. Or any other game for that matter. All the money saved by not having to buy a new GPU, thanks to QVFR, can be spent into the subscription, cars, tracks or even a new headset.
 
You can try one's speed's version of openxr toolkit 1.3.8, which has a function called crop2fov. This is VRS FR, though, which can be injected in any game. As I explained on the first page, we are trying to get QVFR in LMU. Which gives significantly more GPU gains than VRS.
Yeah already using the version.
Here is wat i use in AMS2, hope it works just as well in LMU.
Screenshot_20251119_162351_Gallery (1).jpg
20251119_105405(1).jpg
Don't worry about the colour fringing in the second shot, phone through the lens isn't great and i was just getting the numbers, not aiming for glamour pics, haha
 
Yeah already using the version.
Here is wat i use in AMS2, hope it works just as well in LMU.
View attachment 12350
View attachment 12351
Don't worry about the colour fringing in the second shot, phone through the lens isn't great and i was just getting the numbers, not aiming for glamour pics, haha
Just noticed that there's a screenshot option in OpenXR Toolkit that's disabled by default if you're interested.
 
So, after Update 1.2 openxr isn`t working anymore. I Have a 9800x3d and a 4080 Super and can`t get stable 72 FPS on my Quest 3 anymore.. More then ever, we need some help with VP performance. P L E A S E
 
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We absolutely need OpenXR for VR users, both for sharpness and performance. Anti Cheating tool is useful, but it's of no use if you can't play the game. So at least I have LMU free time for now until this is fixed!
 
We absolutely need OpenXR for VR users, both for sharpness and performance. Anti Cheating tool is useful, but it's of no use if you can't play the game. So at least I have LMU free time for now until this is fixed!
I think you might be referring to the Openxr toolkit. In any case, the toolkit has become essential for most of us, because it's a very versatile ressource and I hope they find a way to let use it again. Though, cropping would become unnecessary for most of us if QVFR was implemented. Simply because the GPU perf gains should be significantly higher than cropping.
 
I think you might be referring to the Openxr toolkit. In any case, the toolkit has become essential for most of us, because it's a very versatile ressource and I hope they find a way to let use it again. Though, cropping would become unnecessary for most of us if QVFR was implemented. Simply because the GPU perf gains should be significantly higher than cropping.
Yeah and given that OXRT is deprecated and not supported by the original dev it's really a much better solution to have this natively in the title. I renewed my iRacing sub black friday - wasn't going to but I'm glad i did - and am back on their service as LMU is just not viable for me without some sort of FFR and sharpening solution.
 
So is DFR supported? If so, anyone know if BSB2’s DFR eyetracking works with LMU?
My understanding is that the game developer has to implement DFR and Eyetracking. I googled it the other day and there are a total of 5 games that actually support it, the only one that I'd ever heard of was DCS for flight sims, 0 sim racing titles came up.
 
My understanding is that the game developer has to implement DFR and Eyetracking. I googled it the other day and there are a total of 5 games that actually support it, the only one that I'd ever heard of was DCS for flight sims, 0 sim racing titles came up.
Everything is written in the body of this discussion. And we talked about it yesterday on the discord 😁
Iracing supports QVFR.
 
Everything is written in the body of this discussion. And we talked about it yesterday on the discord 😁
Iracing supports QVFR.
Yeah - theres a LOT of chatter in here and the discord. Not surprised I missed something. Quad View in iRacing ≠ DFR either. So not sure how that’s relevant.

For everyone else that ACTUALLY answered my question; thank you! Hopefully more titles especially in sim racing can implement DFR soon! Paid $200 more for my BSB2e in hopes the tech gets implemented.
 
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