Hi, I write this thread 1) to put a picture on the culprit 2) to ask VR users to agree or not so it could become a priority (another... I know) to resolve it.
First of all, I give the congratulations that IPACS team deserves for all the work done and in progress, that lead to this awesome VFR VR experience.
Now the known issue... the stutters. It's been disscussed two threads below, I and others posted about it before.
The VR VFR experience is near to perfect but this issue is the only performance issue I know that separate the actual rendering from perfection.
So here is afterburner monitoring of a short fly above switzerland, starting from Iterlaken, aerobatic full afterburner over mountains tops and landing not far. Settings are : maxed out and 2.0 SS pixel density (EDIT : no in fact it was 1.5 pixel density. At 2.0 GPU overloads ), 30% clouds cumulus and cirrus, oculus rift :
As you can see, with these settings, gpu and cpu are well used but handle it perfectly.... but the FPS curve (images par seconde, IPS) is not 90fps flat : you can see the stutters's downward peaks. (each time stutter occures the fps point to zero during the period the stutter lasts). It's a hurt regarding the awesome look and perf of Aerofly FS 2.
So I hope all the VR users that agree with that and want it to be resolved will just post, even if developpers know it and surely know what to do... but there are priorities, each of developpers having only two arms. My hope is that it will be solved as soon as possible.
My specs : I7 7700K@4.8ghz, 1080Ti gaming x, 32GB 3200mhz, ssd, win10
To compare here is the afterburner monitoring of Prepar3d - same location / fly - similar conditions (LOD10 mesh, 2meters photoreal textures, no autogen trees - P3D trees are too big and ugly color on photoreal - but almost full autogen buildings, almost same clouds coverage and SS pixel density 1.5 - 2.0 overload gpu -) with a flat 90 fps curve with oculus rift :
Cheers.