Simulation Graphics Engineering • Asset #8

Sim-Rig Fillrate Workbench: OpenXR FOV & Locked 90Hz Solver

Eliminate non-visible cockpit roof and floor pixels without sacrificing side mirrors or apex visibility. Calculate exact OpenXR FOV tangent multipliers, NVIDIA Single Pass Stereo (SPS), and Quad-Views foveated rendering savings for iRacing, MSFS 2024, ACC, and DCS World.

Cockpit Frustum & Viewport Culling Visualizer
Real-Time Raster Projection
Active Track Render Culled Cockpit Interior Quad-Views Fovea (DFR)

Rig Parameters & FOV Tangents

Independent FOV Tangent Multipliers:
Top FOV (Car Roof / Headliner): 75%
Bottom FOV (Cockpit Floor / Pedals): 78%
Inner Nasal FOV (Overlapping Nose): 88%
Outer Peripheral FOV (Side Mirrors & Apex): 100%
Grid Prescription Output

Locked Frametime Analysis

LOCKED 90Hz (11.11ms Budget)
Stock VR Frametime 13.80 ms 72.5 FPS
VRHow Tuned Frametime 9.85 ms 90.0 FPS
Net Fillrate Saved 32.4% -264.2 MP/s
Raster Workload 551.4 MP/s Stock: 815.6 MP/s
Deterministic Sim-Rig Engineering Notes:

1-Click Ready-to-Run Sim Configuration Files

OpenXR Toolkit (settings.ini)
Oculus Tray Tool / ODT (FOV Multiplier)
Quad-Views OpenXR (quad-views.ini)

1. The Cockpit Frustum Paradox: Why Vertical FOV Culling Reclaims 30%+ Fillrate

In general room-scale VR gaming, wide vertical field-of-view is critical for immersion and spatial awareness. However, sim racing and flight simulation create an entirely different physiological use-case: the user sits fixed inside a cockpit wearing a physical helmet or headset, looking outward through a narrow horizontal windshield slot.

On modern pancake-lens headsets like the Meta Quest 3 (2064x2208 per eye) or Pimax Crystal Light (2880x2880), the default VR compositor allocates equal rendering budgets across all four quadrants. This means your graphics card spends over 30% of its total rasterization time shading the interior car roof, roll cage padding, sun visors, and foot pedals—pixels that drivers rarely glance at during competitive hotlapping.

The Math of Viewport Culling: By applying an asymmetric vertical tangent crop of 0.75 Top / 0.78 Bottom with unconstrained 1.00 Outer Peripheral tangents, the driver preserves 100% of side mirror visibility and corner apex sightlines while reducing total frame pixel count from 815 MP/sec to 551 MP/sec. On an RTX 4070 Super or RTX 3080, this difference consistently elevates dropped 72 FPS stutters into a rock-solid 90 FPS locked experience.

2. Single Pass Stereo (SPS) vs. RenderThread Draw Call Saturation in iRacing

While GPU fillrate dominates open-track driving, large multi-class grids (such as 40-car grids at Daytona 24h or Watkins Glen) create a severe CPU MainThread bottleneck. iRacing's Direct3D 11 engine relies on a single-core RdrThread to submit scene draw calls to the graphics driver.

Without Single Pass Stereo (SPS), the CPU must traverse the scene graph and issue draw calls twice per frame—once for the left eye and once for the right eye. With 40 complex car models with dynamic liveries and headlight beams, CPU frametime spikes beyond 13.5ms, triggering unrecoverable motion reprojection regardless of GPU power.

Enabling NVIDIA SPS leverages Pascal/Turing/Ada hardware geometry engines to clone vertices into both eye viewports with hardware viewport transformation in a single pass. This reduces RdrThread workload by approximately 28%, allowing AMD 7800X3D and Intel Core i7-13700K systems to sustain 90Hz lock even during rolling race starts.

3. Quad-Views OpenXR Pipeline in DCS World

Digital Combat Simulator (DCS World) features massive 3D terrain meshes, complex flight models, and high-resolution cockpit multifunction displays (MFDs). When flying modern attack helicopters or fighter jets with FLIR sensors, native 100% resolution severely overtaxes even an RTX 4090.

DCS World natively supports Quad-Views Foveated Rendering via an OpenXR API layer. Rather than rendering two uniform eye viewports, Quad-Views breaks each eye into:

  • Central Focus Zone: A tight 30% area aligned with central vision, rendered at 115% supersampling for crisp HUD instruments and distant aircraft identification.
  • Peripheral Surround Zone: The outer 70% area rendered at only 45% resolution, where human peripheral vision cannot perceive pixel granularity.

The composite result slashes 48% to 54% of GPU pixel rasterization workload with virtually zero perceived loss in cockpit clarity, transforming a 48 FPS stutter into an 84-90 FPS fluid simulation.

Frequently Asked Questions

Can vertical FOV tangent cropping cause motion sickness in sim racing?

No. In fact, many sim racers report improved comfort. Horizontal peripheral vision (which is critical for vestibular motion cues and perceiving velocity past guardrails) is left 100% untouched. The vertical culling mimics the natural visor opening of a real-world racing helmet, eliminating distracting geometric flickering in the peripheral car headliner.

Where do I paste the OpenXR Toolkit or Oculus Tray Tool settings?

For OpenXR Toolkit, launch the in-headset menu (Ctrl+F2) or paste into %LOCALAPPDATA%\OpenXR-Toolkit\settings.ini. For Oculus Link/Air Link, open Oculus Tray Tool, navigate to the Game Profiles tab, and paste the Horizontal;Vertical string (e.g. 0.94;0.765) into the FOV Multiplier field.

Does this work with Virtual Desktop (VDXR) and SteamVR?

Yes. When using Virtual Desktop with the VDXR OpenXR runtime, OpenXR Toolkit integrates natively without passing through SteamVR compositor layers, eliminating roughly 1.2 GB of VRAM overhead and providing direct tangent crop control.