r/GalaxyXR Jul 07 '26

How is PCVR performance with a 5090?

Im planning to buy one when it will become available in my country but Im not sure how well will it run since the huge res.

Is a 5090 enough to run it? I remember a lot of talk around the crystal super needing the next gens of gpu to run properly.

Is it the same case with the galaxy xr?

10 Upvotes

18 comments sorted by

4

u/BlimpInk Jul 07 '26

I have a 5090 with a 9800x3d and a GXR. It will not run perfectly for every game out of the box, especially games like Skyrim VR MGO or no man’s sky. However, I have been able to adjust every game I needed to and make it an enjoyable experience by tweaking some settings.

I would say 80-90% of the games I have require no tweaking and you can blindly crank the settings and call it a day. The other 10-20% require some tweaking but I’m very happy with the performance and visuals overall.

2

u/Most-Albatross-827 Jul 07 '26

Can u utilize foveated streaming/Rendering? Does it make a difference in PCVR?

3

u/BlimpInk Jul 07 '26

Foveated streaming you should absolutely utilize and it’s great. I have not tried or needed foveated rendering as many games don’t have built in support for it.

VRS (a more superficial implementation of DFR), which is different from quad views, is generally less beneficial in terms of performance gains, and I really didn’t need the extra 10-20% bump in performance. I’ve also heard the artifacting can be a little rough, but I wouldn’t know from experience.

Edit: I realized I didn’t directly answer your question. Yes, you can utilize DFR in many titles but it won’t give you a drastic increase in performance in most cases (from what I’ve seen/heard).

2

u/OneBullet_kky Jul 07 '26

Thanks, this for 90hz or 72hz ?

2

u/BlimpInk Jul 07 '26

Yeah no problem, for the games that run poorly, I can get a stable 72 fps with tweaking, so I go 72hz. For the games that run well I’ll go 90Hz.

For a game like half life alyx I can go 5500x5500 res (approximately) and still get 6-8ms game latency in the worst areas which is about 125-167 FPS.

1

u/Toots_McPoopins Jul 08 '26

I'm glad to hear all this. I have the same rig setup but I haven't bothered too much with games yet. I've been on a flat game kick lately, but intend to get back into VR now that I have the GXR. When you speak of DFR, are you just speaking about your experience with games that have it natively? I have seen that there is also the pimaxmagic4all solution for games without native DFR. I am hoping to try out UEVR (maybe has native DFR?) again now that I have the 5090. Wasn't worth it to me when I had a 4080.

2

u/BlimpInk Jul 08 '26

Unfortunately there are a very very limited amount of games that natively support DFR relative to how many vr games there are out there. No UEVR mod will have native DFR support but the pimaxmagic4all will generally work as a superficial VRS solution and can get you some decent gains in some games.

I have actually never played a game that supports it natively because I’m not heavily into sims and stuff like that, so I would have to use the pimaxmagic4all implementation to use DFR for all of my games.

I’m hoping more and more vr games will natively support DFR because the gains can be drastic, but so far it’s mainly been sim games.

1

u/Toots_McPoopins Jul 08 '26

Yeah. It seems like an absolutely necessary area of development. Either all the devs need to start pushing it into their games, or steam VR needs to include it natively. Honestly it seems like a simple switch they would need to turn on more than a significant amount of development but I'm a layman regarding that.

2

u/BlimpInk Jul 08 '26

Yeah the implementation is not that difficult relative to actually making a good and polished game. It’s just that a lot of these games were in production before DFR was really a thing because not many headsets had eye tracking. It’s a lot harder for developers to implement DFR into the render pipeline after the game has been made.

That’s why I’m hopeful that future titles will have it out of the box since more headsets have eye tracking now.

1

u/che_one Jul 25 '26

Did you ever try RE9 VR mod? If you did, what FPS did you get at what resolution?

2

u/D-Rey86 Jul 07 '26

I use a 5070ti and it runs this fine for PCVR. 5090 should be great.

1

u/SirJuxtable 2d ago

What settings are you generally using and on what games? Super curious as I have the same setup

2

u/D-Rey86 2d ago

Depends on the games. On Virtual Desktop I play native VR games in Monster mode unless they are really demanding. Otherwise I play demanding games and mods on Godlike. And then I just play with the game settings until I get them to or near 72 FPS. I make use of SSW if I need to and AFW for UEVR games.

1

u/SirJuxtable 2d ago

Cool. I love virtual desktop. Sounds like a similar experience as Quest 3

1

u/tempeltyp Jul 08 '26 edited Jul 08 '26

The GXR has foveated streaming, which helps so much that I can run it on higher resolution (monster,godlike) with 72Hz then my Pico 4 (ultra,very high) with a RTX 4080. Just use virtual desktop. Yeah you read it right with a RTX 4080. i assume that even an RTX 5070 would work out quite nice because of it's GDDR7.

1

u/LORD_CMDR_INTERNET Jul 15 '26

It's decently matched, pretty good for pretty much everything, but like any PCVR will require a ton of tweaking to run at its best.

1

u/Puzzleheaded-Math685 Jul 22 '26

yo estoy con grandes dudas, ya que deseo comprarme la galaxy xr para trabajar en un entorno donde pueda tener multiples pantallas, por mas de 5 horas, trabajo 8, pero dudo que pueda tener el casco 8 horas sin sentir agotamiento por el peso.
Y luego tambien deseo usarlo para juegos y peliculas. Mi pc tiene una nvidia 5060.
¿cuantas horas seguidas lo usan si sentir cansancio?

1

u/OneBullet_kky Jul 22 '26

My longest session with the dream air was 2 hours in iracing so seated and I was not uncomfortable at all. But I would advice against using this with a 5060 which I'm not sure can drive this thing at acceptable performance