

Glide
Members-
Posts
1421 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Glide
-
For those using the OpenXR Toolkit, you can adjust these values to sharpen your headset considerably. I am experimenting with 97% World Scale and 88% Field of View. For World Scale, you can dial this in exactly with your IPD (inter pupil distance). For Field of View, I just started dropping the value until I could see movement at the far edges of the screen, then turned it back up 1%. Feel free to share your settings.
-
Pulling too much AoA during dogfight
Glide replied to VR Flight Guy in PJ Pants's topic in DCS: F-16C Viper
Watched a great video about the Giraffe move and the Mirage. Works well in Viper too, but right now the Afterburner is too weak in the Viper FM. Needs some oompf to keep going vertical without losing energy. I didn't mean to suggest the Viper can out turn the Hornet; I meant the flight models are coming together performance-wise. -
Pulling too much AoA during dogfight
Glide replied to VR Flight Guy in PJ Pants's topic in DCS: F-16C Viper
With an Ace level SU-27 guns only? The Migs aren't so tough, but the SU-27 is a beast to catch. It's good training. No radar locking of course. I find the AI are more agressive if you don't give them missiles, and be sure they have enough fuel to finish the fight. -
How odd! I'll test again after I have my coffee! After that comment, I switched from OpenXR 75% to 100% with 77% NIS scaling. I was thinking it was amazing it all worked so well. Check back soon! EDIT: thanks for jumping in to correct my mistake. That last test did not have the eye tracking. One test too many last night.
-
Native OpenXR (with mbucchia fix) vs SteamVR: reprojection question
Glide replied to YoYo's topic in Virtual Reality
Just got a new version of OpenXR Toolkit. Thank you so much @mbucchia So, I see now that the little bit of double vision you see panning your head back and forth when MR is turned off is the only real issue with having MR off. The sim looks much better with MR off, no question. And, looking out the cocking at 9 or 3 oclock will be jerky without MR (in real life it would be a blur). I think it's better to turn it off and get used to the artifacts. I am running the lastest with Turbo Mode On, FFOV ON, Eye Tracking ON, 10% NIS Sharpening. Still running OpenXR 75%. So far, so good. -
Just a shout out to the HP Reverb G2 Omnicept owners. Watch for being able to set BOTH eye tracking and FFR together. It's working quite well on the other sim. This is a must have, IMHO. Thanks again to the devs.
-
Native OpenXR (with mbucchia fix) vs SteamVR: reprojection question
Glide replied to YoYo's topic in Virtual Reality
With my G2 and 3080Ti, I get better MR with OpenXR native -> WMR. I have mine locked at 30fps from within the toolkit. I also am experimenting with OpenXR custom resolution @ 75% to make the MR artifacts less noticeable (you don't need any scaling or sharpening when you drop the resolution). OpenXR native to WMR is the smoothest for me. EDIT: Just an update, I enabled Fixed Foveated Rendering and Eye Tracking (Omnicept version of the G2), and that gave me the boost to go back to OpenXR 100%. Be sure to try these features as per the Toolkit website. -
Native OpenXR (with mbucchia fix) vs SteamVR: reprojection question
Glide replied to YoYo's topic in Virtual Reality
I am getting great results with MR in OpenXR, with MR enabled via OpenXR Toolkit, Locked at 30fps. I have my headset at 60hz with OpenXR set to 75% Custom Resolution. I believe the lower custom resolution reduces the MR artifacts. However, there need to be changes to the game to work perfectly. If you turn on the OpenXR Toolkit FPS counter and pan your head back and forth, with MR off you will see double vision, but with MR on you can read the letters perfectly. Your HMD, however, may still suffer from the wiggles with MR enabled depending on whats going on in front of you. It seems to me that these MR artifacts are like tears in 2D. The pixel is supposed to light up at a certain place and time, but it can't quite get there. In 2D this would be a screen tear, but its more of a spraying affect in VR. I just tell myself that's how the world looks through fancy canopy glass and fancy HMD lenses. -
Pulling too much AoA during dogfight
Glide replied to VR Flight Guy in PJ Pants's topic in DCS: F-16C Viper
Just want to add to my experiments with curves. I have a full set of Virpil HOTAS and rudders, and I put a curve of 15 on pitch, roll, and rudder. IMHO, I am getting performance equal to or better than the Hornet with this setup. This made a huge difference pulling turns and maintaining speed. curves.trk -
Native OpenXR (with mbucchia fix) vs SteamVR: reprojection question
Glide replied to YoYo's topic in Virtual Reality
He posted he's taking a family leave of absence on the other forum. Here's hoping all is well! -
I have had my G2 and 3080Ti for awhile now, and I tried something new today. Running off the assumption that the headset just can't deliver on it's own specs, I set the headset to 60hz, and I set OpenXR to 75%. I did not use any scaling, etc. with OpenXR Toolkit. I set Motion Repro to Locked at 30fps in the OpenXR Toolkit. Performance in VR was smooth as silk, and I believe the OpenXR setting of 75% reduced the MR wiggles considerably. The IHADS still wiggles like mad if you look up in the AH-64D, but overall, very happy with those results.
-
We really need @mbucchia to help with these answers. NIS only works on Nvidia cards, FSR is open source and works on any hardware, and I can't speak to CAS.
-
Pulling too much AoA during dogfight
Glide replied to VR Flight Guy in PJ Pants's topic in DCS: F-16C Viper
One thing that I am trying is a Pitch curve of 15 (or more) with my Virpil Constellation Alpha. With my stick it is very easy to pull too much AOA and this bleeds airspeed. Interesting test: roll into a bank, pull back on the stick and give full rudder deflection. Then let the stick back out util the airspeed starts to to slowly climb but keep holding the bank. I'm using a lot of rudder in my turning fights now. -
Sorry if this has been touched on in the previous pages, but has anyone experimented with the Post Processing features of the OpenXR Toolkit? Vigrance? Highlights? Shadows? My settings so far, but not final: Saturation 53% Vibrancy 10 Highlights 95 Shadows 10
- 688 replies
-
- oxr
- openxr dev toolkit
-
(and 1 more)
Tagged with:
-
That's the ticket for me now. Crank up the eye candy and the AA and AF. Use OpenXR Toolkit Motion Reprojection locked at 30. Adjust the OpenXR and OpenXRTK scaling factors to keep the app GPU frame times below 33ms. I just ran my favourite PG map dogfight (at oxr 105, oxrtk 90), and the app GPU frame times never went above 30ms. That means I never went below 30fps the entire session. Jump into your favourite multiplayer server and do the same adjustment. BTW, if you want to see Motion Reprojection in action, just turn on the OpenXR Toolkit FPS counter and pan your head side to side. With MR OFF, you will see double vision in the FPS counter. With MR ON, the letters will be perfectly readable all the time.
- 449 replies
-
- varjo
- vr
-
(and 40 more)
Tagged with:
- varjo
- vr
- windows 10
- overclocking
- 9800x3d
- ryzen 7
- ryzen master
- latencymon
- optimizations
- rog strix
- virtual reality
- latency
- aero
- xrframetools
- 5800x3d
- warthog
- dlaa
- msi afterburner
- windows 11
- a-10
- openxr
- capframex
- micro stutters
- reprojection
- wmr
- qvfr
- obs
- stutter
- perfmon
- msi
- varjo aero
- mt
- frametime
- performance
- microstutters
- ryzen
- g2
- tweaking
- foveated
- dlss
- multithreading
- dlss4
-
So, I did some more testing with OpenXR Toolkit and Custom Render Scales in OpenXR. With everything set to 100% AND MR locked at 30fps in OXRTK, I get 30ms GPU frame times. With OpenXR set to 135% and OXRTK set to 75%, i get GPU frame times around 17ms. BTW, the simple way to achieve the same result is to just leave OpenXR at 100% and set OXRTK to 135%. It will have DCS render at 100% and scale up to 135% in the G2 headset. With OpenXR set to 100% and OXRTK set to 75%, I am getting 20ms frame times (with today's update.) So, OXRTK scaling is very efficient, and it seems to make MR more efficient. EDIT: more tests I tried OpenXR 140/OXRTK 70, but this added a lot of jiggles in the cockpit. I tried OpenXR 110/OXRTK 90. This gave me the lower app GPU times, plus very little jiggle. The app GPU line in the OXRTK FPS counter is very much like the GPU Load sensor in GPU-Z. You want to keep it below 33ms with MR locked at 30fps. It seems adding even just a little of OXRTK scaling gives a huge benefit.
- 449 replies
-
- varjo
- vr
-
(and 40 more)
Tagged with:
- varjo
- vr
- windows 10
- overclocking
- 9800x3d
- ryzen 7
- ryzen master
- latencymon
- optimizations
- rog strix
- virtual reality
- latency
- aero
- xrframetools
- 5800x3d
- warthog
- dlaa
- msi afterburner
- windows 11
- a-10
- openxr
- capframex
- micro stutters
- reprojection
- wmr
- qvfr
- obs
- stutter
- perfmon
- msi
- varjo aero
- mt
- frametime
- performance
- microstutters
- ryzen
- g2
- tweaking
- foveated
- dlss
- multithreading
- dlss4
-
Has the Open Beta Just Switched to OpenComposite?
Glide replied to Hempstead's topic in Virtual Reality
Noticed that too. -
The OpenXR Toolkit FPS counter says approx CPU app 6ms, CPU rdr 7, GPU app 17ms. Yes, the AH-64 rotors are a bit wiggly.
- 449 replies
-
- varjo
- vr
-
(and 40 more)
Tagged with:
- varjo
- vr
- windows 10
- overclocking
- 9800x3d
- ryzen 7
- ryzen master
- latencymon
- optimizations
- rog strix
- virtual reality
- latency
- aero
- xrframetools
- 5800x3d
- warthog
- dlaa
- msi afterburner
- windows 11
- a-10
- openxr
- capframex
- micro stutters
- reprojection
- wmr
- qvfr
- obs
- stutter
- perfmon
- msi
- varjo aero
- mt
- frametime
- performance
- microstutters
- ryzen
- g2
- tweaking
- foveated
- dlss
- multithreading
- dlss4
-
I'll have to check, whatever 30fps shows up as. I used GPU-Z to get my GPU Load as close to 100% as possible without going over. Motion Reprojection and Vsync cut that load way down, allowing much higher graphic settings. I don't know why I don't see MR artifacts. Perhaps it's the OpenXR 135% setting.
- 449 replies
-
- varjo
- vr
-
(and 40 more)
Tagged with:
- varjo
- vr
- windows 10
- overclocking
- 9800x3d
- ryzen 7
- ryzen master
- latencymon
- optimizations
- rog strix
- virtual reality
- latency
- aero
- xrframetools
- 5800x3d
- warthog
- dlaa
- msi afterburner
- windows 11
- a-10
- openxr
- capframex
- micro stutters
- reprojection
- wmr
- qvfr
- obs
- stutter
- perfmon
- msi
- varjo aero
- mt
- frametime
- performance
- microstutters
- ryzen
- g2
- tweaking
- foveated
- dlss
- multithreading
- dlss4
-
These are very smooth for my 3080Ti locked at 30. I'm also setting OpenXR to 135% with OpenXR Toolkit NIS scaling at 75%. Not even sure if that last part works, but it's smooth for me.
- 449 replies
-
- varjo
- vr
-
(and 40 more)
Tagged with:
- varjo
- vr
- windows 10
- overclocking
- 9800x3d
- ryzen 7
- ryzen master
- latencymon
- optimizations
- rog strix
- virtual reality
- latency
- aero
- xrframetools
- 5800x3d
- warthog
- dlaa
- msi afterburner
- windows 11
- a-10
- openxr
- capframex
- micro stutters
- reprojection
- wmr
- qvfr
- obs
- stutter
- perfmon
- msi
- varjo aero
- mt
- frametime
- performance
- microstutters
- ryzen
- g2
- tweaking
- foveated
- dlss
- multithreading
- dlss4
-
Did you try it with 90hz?
- 449 replies
-
- varjo
- vr
-
(and 40 more)
Tagged with:
- varjo
- vr
- windows 10
- overclocking
- 9800x3d
- ryzen 7
- ryzen master
- latencymon
- optimizations
- rog strix
- virtual reality
- latency
- aero
- xrframetools
- 5800x3d
- warthog
- dlaa
- msi afterburner
- windows 11
- a-10
- openxr
- capframex
- micro stutters
- reprojection
- wmr
- qvfr
- obs
- stutter
- perfmon
- msi
- varjo aero
- mt
- frametime
- performance
- microstutters
- ryzen
- g2
- tweaking
- foveated
- dlss
- multithreading
- dlss4
-
Have you tried enabling MR in the OpenXR Toolkit. I have mine locked to 30fps, and it's very solid.
- 449 replies
-
- varjo
- vr
-
(and 40 more)
Tagged with:
- varjo
- vr
- windows 10
- overclocking
- 9800x3d
- ryzen 7
- ryzen master
- latencymon
- optimizations
- rog strix
- virtual reality
- latency
- aero
- xrframetools
- 5800x3d
- warthog
- dlaa
- msi afterburner
- windows 11
- a-10
- openxr
- capframex
- micro stutters
- reprojection
- wmr
- qvfr
- obs
- stutter
- perfmon
- msi
- varjo aero
- mt
- frametime
- performance
- microstutters
- ryzen
- g2
- tweaking
- foveated
- dlss
- multithreading
- dlss4
-
That fellow has a nice, simple debug method using GPU-Z: Simply by trying to keep the GPU load as close to 100% as possible allows you to dial in the settings quite nicely. I did it in MSFS for both 2D and VR, and I was surprised. Vsync cut the GPU load in half allowing me to throw a lot more graphics at it. With VR, the challenge was getting the GPU load to come below 100%. I'll be testing DCS this morning.
-
That appears to be Vulkan in the video.
-
That is a wonderful debugging tool.